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Author Topic: finally Deferred  (Read 8712 times)
October 29, 2014, 02:35:55 am
Since now all switch to deferred shading, I also have the first step dared  Grin
The funny thing is, I've done it without ShaderFX   Love it


* Deferred.PNG (2148.85 KB, 1538x892 - viewed 346 times.)

* Deferred2.PNG (3029.5 KB, 1538x886 - viewed 374 times.)
October 29, 2014, 11:41:31 am
Nice. Keep it up  Wink

ali-rahimi.net
October 30, 2014, 12:58:49 am
dof


* Unbenannt.PNG (1530.07 KB, 1624x886 - viewed 363 times.)
October 30, 2014, 04:51:25 pm
 Cool Cool
November 18, 2014, 05:35:42 am
Since now all switch to deferred shading, I also have the first step dared  Grin
The funny thing is, I've done it without






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November 23, 2014, 12:49:55 pm
 Grin


* Unbenannt.PNG (1969.44 KB, 1618x888 - viewed 360 times.)
November 30, 2014, 05:40:19 pm
ScreenSpace Blinn Specular


* Unbenannt.PNG (1074.14 KB, 1631x890 - viewed 381 times.)
December 23, 2014, 01:06:32 am
Hi, I have a shadow map made with a cube map.
However, the cube map can not be larger than 512x512.
Why Huh???
how can I solve the problem?


* Unbenannt.PNG (2022.38 KB, 1584x889 - viewed 348 times.)
December 23, 2014, 01:52:59 am
Forget it. I have already solved it.^^
December 23, 2014, 02:03:18 am
If the reconstructed depth is greater than the depth of the objects you want to cast the shadow,
you can use them insted of the Light Depthmap. It makes no difference in quality Shocked.
So you do not have to render the terrain Twice and you still have dynamic shadows.
Performance is very good. Grin


* Unbenannt.PNG (1236.72 KB, 1581x885 - viewed 364 times.)
December 23, 2014, 08:12:56 am
Nice job. How did you use a cube for point light shadow. Could you post the code?

ali-rahimi.net
December 26, 2014, 12:57:50 pm
sure I can post the Code but you need to keep a few things when you use a Cubemp
1. You have to call the Cubemap a few times so that each side of the cube is rendered.
2. You dont get a radial deph from the Cube, just the View Z depht for each side.
So you need to compare each Axis to get a Shadow 360.

Code:
float X = distance(pixelWorldPos.x,Light.x);
float Y = distance(pixelWorldPos.y,Light.y);
float Z = distance(pixelWorldPos.z,Light.z);


Code:
float LightDepth=0;


LightDepth += texCUBE(DepthTextureSampler,-(Light-(pixelWorldPos))).x*1.02;

LightDepth += (LightDepth<0.1)*(X+Y+Z);
float Shadow = 0;
Shadow = (X>LightDepth);
Shadow +=(Y>LightDepth);
Shadow +=(Z>LightDepth);
Shadow = saturate(1-Shadow);


* Unbenannt.PNG (103.87 KB, 916x844 - viewed 467 times.)
December 26, 2014, 02:49:26 pm
Thanks alot. I will try it.

ali-rahimi.net
December 28, 2014, 05:13:41 pm
I setup it and it works fine. but it have a little bit delay in rendering. I don't get the point of your cubemap setup(The image). Could you explain it more? for example why if is set to 0? etc.

ali-rahimi.net
December 29, 2014, 07:48:15 pm
i just use 0 to bake the Shadowmap.And the delay is probably because as you calculate it only once per frame.
Try to Call the Cubemap 3 or 4 times by connecting it several times. Wink
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