diff --git a/features/Terrain Shadows/Shaders/TerrainShadows/TerrainShadows.hlsli b/features/Terrain Shadows/Shaders/TerrainShadows/TerrainShadows.hlsli index 3f01b0a0bc..c30fc6a19f 100644 --- a/features/Terrain Shadows/Shaders/TerrainShadows/TerrainShadows.hlsli +++ b/features/Terrain Shadows/Shaders/TerrainShadows/TerrainShadows.hlsli @@ -19,19 +19,9 @@ namespace TerrainShadows float GetTerrainShadow(const float3 worldPos, SamplerState samp) { - if (SharedData::terraOccSettings.EnableTerrainShadow) { - float2 terraOccUV = GetTerrainShadowUV(worldPos.xy); - float2 shadowHeight = GetTerrainZ(ShadowHeightTexture.SampleLevel(samp, terraOccUV, 0)); -#if defined(DEFERRED) - // Sharp shadows - float shadowFraction = saturate(10.0 * (worldPos.z - shadowHeight.y) / (shadowHeight.x - shadowHeight.y)); -#else - // Blurry shadows to simulate scattering - float shadowFraction = saturate((worldPos.z - shadowHeight.y) / (shadowHeight.x - shadowHeight.y)); -#endif - return shadowFraction; - } - - return 1.0; + if (!SharedData::terraOccSettings.EnableTerrainShadow) + return 1.0; + float2 shadowHeight = GetTerrainZ(ShadowHeightTexture.SampleLevel(samp, GetTerrainShadowUV(worldPos.xy), 0)); + return saturate((worldPos.z - shadowHeight.y) / (shadowHeight.x - shadowHeight.y));; } }