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number of samples (blocker 25 and filter 64) seems to yield satisfying results
is it correct to only do texture2DCompare in PCSSPCFFilter (not sure doing lerp or any kernel pcf helping since we’re already “sampling around” within the golden vogel disk; performance is dreadful if we should to do that and we'd need to use less filter sample than 64).
PCSS texture cube for point lights doesn’t have biased z
sampling pattern very visible in specular reflection when light intensity high. Higher pixel ratio and shadow map size can help reduce a bit, at a perf cost.
Also needing pex-renderer tweaks:
it is still dependent on shadowmap size
sportlight penumbra should be relative to light space z (.bulbRadiusLs / zLight;)
if bulbRadius is too big, we see the edge of the light depth map because we’re sampling outside its bbox (it is normal, unless we find a heuristic to make lightbox view size dependent on that bulbRadius?)
The text was updated successfully, but these errors were encountered:
Also needing pex-renderer tweaks:
.bulbRadiusLs / zLight;
)The text was updated successfully, but these errors were encountered: