Fix visibility range check for Omni/Spot light shadow culling #114656
+34
−0
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Description:
Fixes #98993
Omni and Spot light shadow culling in _light_instance_update_shadow() was missing the visibility range check that directional light shadows have in _scene_cull(). This caused objects to cast shadows even when hidden by visibility range.
Adds the visibility range distance check to all three shadow culling paths (omni dual paraboloid, omni cube, spot).
Example of fix:
Example.webm
And example of 4.6-beta2 on MRP:


And the fix on MRP: