Add Rectangular Area Light Source#108219
Add Rectangular Area Light Source#108219CookieBadger wants to merge 1 commit intogodotengine:masterfrom
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The failures are because you reordered some enums around (specifically the Light3D |
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Tested locally, it works as expected. This is a great start 🙂
Testing project: test_pr_108219.zip
Some feedback:
- Area width and height should use a single
areaVector2 property instead of two separate float properties. While doing so, make sure to usePROPERTY_HINT_LINKfor the property so you can adjust the width proportionally to the current height (and vice versa). You can clamp the value to positive numbers in theset_area()setter (this ensures it also affects script-based usage). - Gizmo behavior and icons look good to me.
- I've only tested this in Forward+, as Mobile will print a lot of errors and not render anything. On Compatibility, area lights are not supported but rendering works correctly otherwise.
- There should be a node configuration warning on AreaLight3D when in Compatibility, similar to the Decal node's existing node configuration warning.
- Like with lights that use a dual paraboloid shadow mode, meshes need to be subdivided enough (relative to the size of the area light) for shadows to look correct:
area_shadow_subdivided.mp4
This is most noticeable on shadows with a low blur value:
area_shadow_subdivided_no_blur.mp4
- Light/shadow distance fade works correctly.
- Volumetric fog doesn't take area lights into account yet.
- Hard positional shadow quality looks the same as Soft Very Low. Ideally, Hard should disable shadow blurring entirely like it does with other light types to maximize performance on low-end GPUs.
- High and Ultra soft shadow qualities can be very expensive with lights that have a high blur value (even
1.0is quite blurry out of the box), so beware. Consider using TAA or FSR2 to get temporal smoothing (and keep shadow filter quality at its default Low), which will give you smoother shadows without an increased performance cost. - Shadow opacity will behave differently to other light types, as the shadow won't fade in an uniform manner across the whole light. This may be desired behavior, but it might be worth documenting to avoid surprises:
area_shadow_opacity.mp4
- When you move some shadow casters, they can sometimes be in a position where they will self-shadow. This is most noticeable at low blur values (below
0.3in the test project). Reloading the scene or restarting the project does not fix the self-shadowing, so this does not appear to be an issue related to shadow updates sometimes not occurring when they should.
https://github.com/user-attachments/assets/131dee5c-c6c1-40d0-bcfc-2d8e68a7dbc
The issue will occur even if you're moving another shadow caster:
area_shadow_self_moving_other_shadow_caster.mp4
- Specular contribution is set to
0.5by default, which leads to area lights not having specular contributions as strong as omni and spot lights:
It's more in line with other light types when set to 1.0, so I suggest changing the default to that:
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I believe that, for now, to provide some level of mobile support and compatibility, area lights will only be usable through lightmap baking. I don't think anyone has the time to research and implement real-time area lights with acceptable performance, especially on mobile devices. |
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@Calinou do you have any further details about the self-shadow bug? I was unable to reproduce it on my machine with your project. |
I've just tested the PR and can't reproduce the issue anymore, so I guess it's fixed now. |
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@LiveTrower I would see no reason, why area lights shouldn't work on mobile, or in compatibility. In fact, they should work now (just need to fix up the shadows in compat). |
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@CookieBadger I was talking about performance because when it comes to mobile rendering and compatibility, it's a very sensitive subject. That's why many advanced features found in Forward+ rendering are left out of these renders. You'll probably need to make a highly optimized version for these renders and prove with extensive testing that it's feasible on mobiles that support Vulkan or OpenGL, as well as on very old PC hardware that only runs Godot in compatibility mode because it lacks Vulkan or DirectX 12. I'm not an expert, and I won't have the final say, so it would be better if @clayjohn gave you his opinion since he knows more about this. |
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I expect area lights will perform somewhat OK on Mobile and Compatibility with shadows disabled, but I would avoid enabling shadows for them (but this applies to all light types in general when working with mobile/low-end platforms). PCSS-style variable penumbra shadows don't work in Mobile and Compatibility anyway, so the Light3D Size property will only affect the size of the specular lobe and the light's diffuse appearance anyway. Last time I checked, there are some remnants of PCSS-style shadows in the Mobile renderer, but these were meant to be removed due to performance concerns: #55882 |
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@Calinou I agree, lighting computations are just mildly more complex than for point lights. They require two texture lookups, but the textures are constant, so should not be an issue even in Compatibility. Shadows in Compatibility don't work anyways since there is no dual paraboloid shadow pass, so I disabled them now. For the mobile renderer, shadows do work, but as you say, variable penumbra doesn't. Would you rather note that in documentation, or disable shadows entirely there? |
I think you can keep shadows there, just document it in the class reference. |
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I took the time to install Linux and tried to reproduce, but still to no avail. Are the physical camera properties on the Lightmap node needed for the error to occur? Are these spots somehow affected by energy and attenuation of the directional light or the area light, and if so, how? Does this issue go away if you change certain properties on the area light or the directional light? Or if you scale the model up by a factor of 100? Or if you remove the sky on the Environment node, or change the sky contribution on the ambient light? |
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Thanks for the detailed reports @Felipe-Sena, I will investigate with those findings! |
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Issue should be fixed now. Special thanks to @jcostello and @Felipe-Sena for the help in debugging this. Turns out that the light direction Let me know if you find any other issue! |
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The solution fix the issue :) |
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I'm trying to get a shader with a custom also, I think the voxelGI cell size calculation is wrong, because changing the resolution of voxelGI affects the brightness. (very similar to #106673 ) |
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@retrotails I see what you are struggling with. I changed it, such that the fresnel effect is accounted for in I also changed the voxelGI attenuation again. It does not precisely match up with point lights, but I guess it is close enough now, and independent of resolution. |
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Rebased and fixed projector texture not being ignored. Since it was asked, I hope to get this PR merged for 4.7, but afaik it depends on whether @clayjohn has the capacity to review it. |
Make sure the wall geometry is subdivided enough (you'll probably need 7x7 for this scene at least), so that the dual parabolid correction can work correctly. Check in wireframe mode how it looks currently. Regardless, area light shadows are still emitted from a single point (located at the center of the area), then perspective-corrected using dual parabolid correction. This means it's an approximation that can't be as accurate as a raytraced shadow. Baked shadows with LightmapGI should be more precise when the light's GI mode is set to Static. |
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@Calinou You're right, I deleted my other post because I didn't notice the depth subdivision was 0. EDIT: Adding up, the reason why it was leaking was the auto generated LODs, disabling LODs on walls also fixed it. |
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Lots of little comments from the rendering meeting review!
servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
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servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl
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servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
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servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
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servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
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servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
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Implemented area lights in SDFGI. For textures to work, I had to add another uniform set in Commits have been squashed. |
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Calinou
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Tested locally, it works as expected with all renderers. I've also tested SDFGI and volumetric fog.
Documentation looks good to me.
Some feedback:
- The Projector property is visible in the AreaLight3D inspector, but it has no effect (even when shadows are enabled). The Texture property is used instead.
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Update: projector rect property is now hidden for area lights. |





















This PR adds a rectangular area light source, implemented via Linearly Transformed Cosines (LTC) with textures. It makes use of a Lookup-Table added in the form of two .dds files, and adds some fields to the
LightDatastruct in the light storage, and adds a new atlas for area light textures.Here's a list of steps on how to improve the feature in the future:
Here's how shadows can be improved:
One known issue is that specular light can leak through to a face that faces away from the area when viewing at a steep angle and a low roughness value. This is a literal edge case, and fixing it would likely require additional horizon clipping, so maybe we can live with the leak for now. It is present in the source LTC implementation, and the implementation in Unity, and I didn't notice until very recently.
The main sources for this technique are https://eheitzresearch.wordpress.com/415-2/ and https://blog.selfshadow.com/publications/s2016-advances/
In theory, it can be extended to arbitrary polygons, disks, and lines, to serve as the light surface (https://eheitzresearch.wordpress.com/757-2/), but I would worry about adding those in the future.
In the process of making this PR I investigated different techniques for lighting and shading. I investigated a Monte-Carlo sampling approach, and a most-representative point sampling approach, but both were outperformed by LTC, and contemporary research of non-raytraced dynamic area lights still seems to also focus around LTC.
I also investigated shadow sampling with many shadow maps on a new atlas, and adaptive sampling techniques, but those proved to be unusable due to the added implementation complexity. I figured the most suitable shadow technique was using 4 shadow maps per light and directional sampling with PCF to obtain a smooth result, but the shape of the penumbra was strangely warped, and the performance was not good. If you are curious, you may check it out at https://github.com/CookieBadger/godot/tree/area-light-quadriscopic-shadows. Another way to shadow area lights would of course be ray tracing (https://eheitzresearch.wordpress.com/705-2/), but I'm not aware of any developments of the engine in that direction. So, I decided to just integrate PCSS shadows for area lights, which are not physically accurate, but can look decent.
You can find a writeup and builds with several example scenes at https://github.com/CookieBadger/master-thesis-artifacts, but those already outdated as they are based on Godot 4.3. You'll also find a Thesis.pdf there, which is my Master's Thesis about this topic.
Any help with improving and maintaing this feature will be greatly appreciated.