Add Rectangular Area Light Source#108219
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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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@WickedInsignia You add it manually (MeshInstance3D, Plane mesh, emissive material, texture). I understand the need for showing it when experimenting, but I wouldn't know how the best way to automate that right now, and in a production 3D environment you would rarely ever want the light plane visible, but rather have some 3D model, like a billboard there instead.
@QbieShay good catch, I updated it now.
See @Calinou's answer; compare with dual paraboloid omni light shadows. Improving shadow rendering is out of scope for this PR.
The only caveat I'm aware of, is that the fog has some minimum distance to be visible, to avoid NaNs. Unless you are referring to something that's visibly wrong, I'd say let's see if we get some more specific issues of where it needs tweaking.
Is the information for point lights anywhere in-engine? The info for custom shaders with area lights should be added where custom shaders for all other lights are too, I'd say. See godotengine/godot-docs#11816.
As you can see with omni lights, when you increase the light's attenuation, the energy that is distributed at a point at a distance of less than 1.0m increases exponentially with
As @Calinou said, this needs to be an entirely different issue + PR.
Lightmap tests were quite thorough, since it had a bunch of problems previously, although somebody could double check that my fix for (8.) didn't break anything.
good catch, fixed.
The general sentiment that I got was that it should be enabled. Blender got it enabled by default, so I'd say the current state aligns with expectations more.
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I will send you my scene. The screenshot in point 5 has light speckles very far behind the area light |
This appears to be reflected light due to SDFGI and high indirect energy of the light, and can be observed for spotlights as well, also in prior versions (compare area lights 4.7 left and spotlights in 4.6 right), so it most likely is intended behavior. @QbieShay and me have been dicussing this on discord for a good while. It is hard to debug this, likely due to #116780.
You have shadows turned on, and light is very close to the object, so you get some self shadowing - modify light bias or move the light back, or disable soft shadows (better for a toon scenario anyways) and the shader will be smooth.
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Tested with a testing project and Jamser's bistro. Found some issues, but turned out to be unrelated to area lights. Looks good to me
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@clayjohn rebased and addressed your comment. |
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Amazing work! I don't have anything to add after my last few reviews. The current state of this PR is amazing and I consider it ready to merge.
Let's get this in for 4.7!!
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Thanks! Fantastic job! |
I think in another PR we could add a Gizmo as a translucent plane with a direction arrow in the center, this would improve ease of use. |










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.Image above made by: @passivestar
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.