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Stabilize foliage shadows and smooth motion transitions
- keep shadow projection center fixed while moving to remove per-frame projection churn flicker - replace delayed post-move catch-up with immediate stop transition and idle smoothing - rework foliage shadow caster motion to use blended phase-shifted UV samples for continuous position transitions - reduce high-frequency foliage threshold popping by removing threshold warping path - sharpen terrain receive filtering with tuned 5-tap PCF weights/offset for more detailed shadows - raise shadow map resolution to 1536 and keep light-space texel snapping for stable sampling - set shadows enabled by default and lower global shadow strength from 0.65 to 0.62 - keep foliage animation speed consistent between moving and idle at 80%
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8 changed files with 111 additions and 54 deletions
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@ -1415,7 +1415,7 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
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// Shadows
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characterShader->setUniform("uShadowEnabled", shadowEnabled ? 1 : 0);
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characterShader->setUniform("uShadowStrength", 0.65f);
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characterShader->setUniform("uShadowStrength", 0.62f);
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characterShader->setUniform("uTexture0", 0);
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characterShader->setUniform("uAlphaTest", 0);
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characterShader->setUniform("uColorKeyBlack", 0);
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