integrate all shadows
parent
8407a34c37
commit
cb0baf0bf0
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
BIN
Effects/FXB/DeferredPBR_PointLightEffect.fxb (Stored with Git LFS)
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@ -137,6 +137,5 @@ float HardPointShadow(
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float bias = max(0.05 * (1.0 - dot(N, L)), 0.005);
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return (currentDepth - bias > closestDepth ? 0.25 : 1.0);
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//return closestDepth / farPlane;
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return (currentDepth - bias > closestDepth ? 0 : 1.0);
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}
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@ -15,7 +15,7 @@ Essential
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- [x] Tone map shader
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- [x] Poisson soft shadowing
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- [ ] Frustum culling
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- [ ] Shadow-casting point lights
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- [x] Shadow-casting point lights
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- [ ] Parabolic lights
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- [x] Skyboxes
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- [ ] Screen-space reflection
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@ -227,7 +227,7 @@ namespace Kav
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{
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PointLightRender(camera, modelTransforms, pointLight);
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}
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//DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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DirectionalLightToonRender(camera, modelTransforms, directionalLight);
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SkyboxRender(camera, skybox);
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GraphicsDevice.SetRenderTarget(null);
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@ -276,7 +276,7 @@ namespace Kav
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TextureCube skybox
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) {
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GraphicsDevice.RasterizerState.CullMode = CullMode.CullClockwiseFace;
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SkyboxEffect.Skybox = PointShadowCubeMap;
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SkyboxEffect.Skybox = skybox;
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var view = camera.View;
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view.Translation = Vector3.Zero;
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@ -459,7 +459,7 @@ namespace Kav
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Deferred_ToonEffect.GNormal = gNormal;
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Deferred_ToonEffect.GMetallicRoughness = gMetallicRoughness;
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Deferred_ToonEffect.DitheredShadows = true;
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Deferred_ToonEffect.DitheredShadows = false;
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Deferred_ToonEffect.EyePosition = camera.Position;
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Deferred_ToonEffect.DirectionalLightDirection = directionalLight.Direction;
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