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Percentage Closer Soft Shadows

A hacked in implementation of NVidia's Percentage Closer Soft Shadows to approximate an Area Light shadow. Poisson disk generation code borrowed from spidersharma03's PCSS implementation.

Demo Here!

Possible Improvements

  • Cleanly implement so it can be reused / used in multiple lights (area lights cannot cast shadows at the moment, though)
  • Afford control over PCF and blocker sample counts
  • Optimize the blocker search by using a depth mip map pyramid
  • Remove dependency on shadow texture resolution (changing the shadow resolution changes the scale of the blur effects)
  • The shadow currently only uses an orthogonally-rendered directional light shadow, which can only cover a portion of the area lights coverage. This also means that the shadows do not shange if the light shifts left or right. Possibly a spot light shadow is more appropriate
  • Use a max value depth pyramid to improve traversal time of the shadow map?
  • Use blue noise sampling