From c2ab1d981d31a7bd90ac87a1b35d63dbe50c5acd Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Mon, 22 Jun 2026 13:50:06 +0200 Subject: [PATCH] Adjust shadows shader permutation --- Source/Shaders/Shadows.shader | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Source/Shaders/Shadows.shader b/Source/Shaders/Shadows.shader index 1334a9108..c31a625f7 100644 --- a/Source/Shaders/Shadows.shader +++ b/Source/Shaders/Shadows.shader @@ -76,7 +76,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0) -META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0) +META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=0) @@ -84,7 +84,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1) -META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1) +META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,SHADOWS_CSM_BLENDING=1) @@ -97,7 +97,7 @@ float4 PS_DirLight(Quad_VS2PS input) : SV_Target0 // Sample shadow ShadowSample shadow = SampleDirectionalLightShadow(Light, ShadowsBuffer, ShadowMap, gBuffer, TemporalTime); -#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0 +#if CONTACT_SHADOWS // Calculate screen-space contact shadow shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, Light.Direction, ContactShadowsLength); #endif @@ -111,7 +111,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0) // Point li META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=0) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=0) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=0) -META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=0) +META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=0) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=0) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=0) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=0) @@ -119,7 +119,7 @@ META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1) // Spot lig META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=0,LIGHT_TYPE=1) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=0,LIGHT_TYPE=1) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=0,LIGHT_TYPE=1) -META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=1,LIGHT_TYPE=1) +META_PERMUTATION_3(SHADOWS_QUALITY=0,CONTACT_SHADOWS=0,LIGHT_TYPE=1) META_PERMUTATION_3(SHADOWS_QUALITY=1,CONTACT_SHADOWS=1,LIGHT_TYPE=1) META_PERMUTATION_3(SHADOWS_QUALITY=2,CONTACT_SHADOWS=1,LIGHT_TYPE=1) META_PERMUTATION_3(SHADOWS_QUALITY=3,CONTACT_SHADOWS=1,LIGHT_TYPE=1) @@ -141,7 +141,7 @@ float4 PS_LocalLight(Model_VS2PS input) : SV_Target0 ShadowSample shadow = (ShadowSample)0; #endif -#if CONTACT_SHADOWS && SHADOWS_QUALITY > 0 +#if CONTACT_SHADOWS // Calculate screen-space contact shadow shadow.SurfaceShadow *= RayCastScreenSpaceShadow(gBufferData, gBuffer, gBuffer.WorldPos, normalize(Light.Position - gBuffer.WorldPos), ContactShadowsLength); #endif