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shadow mapping – Using cubemap in view area for shadowing in deferred rendering

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shadow mapping – Using cubemap in view area for shadowing in deferred rendering

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I need to render shadows for level lights with a cubemap. My shader makes use of view area for lighting (directinal and level). So I convert ligthposW/lightfocusW in world area to ligthposV/lightfocusV in view area by doing ligthposW x View and lightfocusW x view. ligthposV-lightfocusV offers me the route of sunshine and route of pointlight to pixel in view area that I exploit for doting to normals in view area. Works tremendous.

I’ve difficulties to make use of the identical concept for shadowcube mapping in view area. The concept is to make use of the identical gentle to pixel route calculated in viewspace to avoid wasting directions.

Currently I’m falling again to world area for level lights shadows.
Consequently the shadowcube is stuffed with depth of object in world area (World x MildViewProj)

so the objective is to do ShadowCubeMap.Sample(level, route in view area).r.

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