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Fix specular cutoff on lights with radius overlapping with mesh #19157

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Merged
merged 2 commits into from
May 12, 2025

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atlv24
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@atlv24 atlv24 commented May 10, 2025

Objective

Solution

  • Clamp a dot product to be positive to avoid choosing a centerToRay which is not on the ray but behind it.

Testing

Main:
{DA2A2B99-27C7-4A76-83B6-CCB70FB57CAD}

This PR:
{2C4BC3E7-C6A6-4736-A916-0366FBB618DA}

Eevee reference:
329697008-ff28a5f3-27f3-4e98-9cee-d836a6c76aee

@atlv24 atlv24 added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it M-Deliberate-Rendering-Change An intentional change to how tests and examples are rendered labels May 10, 2025
@superdump superdump added this pull request to the merge queue May 12, 2025
Merged via the queue into bevyengine:main with commit 673e70c May 12, 2025
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@superdump superdump added this to the 0.16.1 milestone May 12, 2025
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Labels
A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior M-Deliberate-Rendering-Change An intentional change to how tests and examples are rendered S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Successfully merging this pull request may close these issues.

Lights with radius overlapping with mesh result in sharp specular cutoff
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