fix: increase shadow bias — slope-dependent + larger depth bias
- Fragment shader: bias = 0.3 + 0.5 * (1 - NdotL) — slope-dependent Grazing angles get larger bias to prevent acne on cube faces - vkCmdSetDepthBias: 2.5/0/3.5 (was 1.25/0/1.75) — more aggressive polygon offset for shadow map rendering - Early exit tolerance reduced from 4x to 3x bias
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@@ -255,7 +255,7 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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};
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Vk.vkCmdSetScissor(cmd, 0, 1, &shadowScissor);
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Vk.vkCmdSetDepthBias(cmd, 1.25f, 0.0f, 1.75f);
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Vk.vkCmdSetDepthBias(cmd, 2.5f, 0.0f, 3.5f);
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foreach (var dc in drawCalls)
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{
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