Template:KV BmNewLightShadowBias: Difference between revisions
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<!--Purpose: | |||
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates.--> | |||
Purpose: | |||
We are using this template for one or multiple pages related to Black Mesa new light entities. These templates allows you to use the same text for entities that have many identical properties, without having to make the same changes for several pages separately. This template is also may used in some other templates. | |||
--> | |||
{{KV|DepthBias|intn=DepthBias|float|DepthBias is offset added to depth values in shadowmaps. | {{KV|DepthBias|intn=DepthBias|float|DepthBias is offset added to depth values in shadowmaps. | ||
{{expand | :{{expand|title=Examples| | ||
<br> | <br> | ||
<gallery mode=packed heights=290px> | <gallery mode=packed heights=290px> | ||
Line 16: | Line 11: | ||
}}}} | }}}} | ||
{{KV|SlopeDepthBias|intn=SlopeDepthBias|float|Slope Depth Bias used for surfaces having aliasing due to steep angles with light. | {{KV|SlopeDepthBias|intn=SlopeDepthBias|float|Slope Depth Bias used for surfaces having aliasing due to steep angles with light. | ||
{{expand | :{{expand|title=Examples| | ||
<gallery mode=packed heights=290px> | <gallery mode=packed heights=290px> | ||
File:SlopeDepthBias1.jpg| thumb | left | 510px | SlopeDepthBias - 0.2 | File:SlopeDepthBias1.jpg| thumb | left | 510px | SlopeDepthBias - 0.2 | ||
Line 25: | Line 20: | ||
}} | }} | ||
{{KV|NormalBias|intn=NormalBias|float|While rendering objects into shadowmaps, each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadowmaps. This property determines the amount of Units to be moved. Helps with shadow aliasing. | {{KV|NormalBias|intn=NormalBias|float|While rendering objects into shadowmaps, each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadowmaps. This property determines the amount of Units to be moved. Helps with shadow aliasing. | ||
{{expand | :{{expand|title=Examples| | ||
{{note|You will not see any changes if your material doesn't not provide [[bumpmap]].}} | |||
<gallery mode=packed heights=290px> | <gallery mode=packed heights=290px> | ||
File: | File:NormalBias1.jpg| thumb | left | 510px | NormalBias - 1 | ||
File: | File:NormalBias5.jpg| thumb | left | 510px | NormalBias - 5 | ||
File: | File:NormalBias20.jpg| thumb | left | 510px | NormalBias - 20 | ||
</gallery> | </gallery> | ||
}} | }} | ||
:{{important|Increasing this value will make shadows between different surfaces less accurate, greate example is third picture in examples, there you can see "two" shadows from railing.}} | |||
:{{bug|hidetested=1|Numbers lower than 0.8 can cause huge graphics issues. [https://youtu.be/WkbWr2lACbw Example].}} | |||
:{{tip|Increase this value if you are getting aliasing issues like [https://youtu.be/y7zkMMKaFGM this].}} | |||
}} | }} |
Latest revision as of 07:38, 24 June 2025
- DepthBias (DepthBias) <float>
- DepthBias is offset added to depth values in shadowmaps.
Examples
- SlopeDepthBias (SlopeDepthBias) <float>
- Slope Depth Bias used for surfaces having aliasing due to steep angles with light.
Examples
- NormalBias (NormalBias) <float>
- While rendering objects into shadowmaps, each vertex will be moved along -ve Normal direction, giving it an appearance of shrinking while rendering to shadowmaps. This property determines the amount of Units to be moved. Helps with shadow aliasing.
Examples Note:You will not see any changes if your material doesn't not provide bumpmap.
Important:Increasing this value will make shadows between different surfaces less accurate, greate example is third picture in examples, there you can see "two" shadows from railing.
Bug:Numbers lower than 0.8 can cause huge graphics issues. Example.
Tip:Increase this value if you are getting aliasing issues like this.