I'm calculating my shadow term using a VSM method. This works correctly when using forward rendered lights but fails with deferred lights. // Shadow term (1 = no shadow) float shadow = 1; // [Light ...
I've been working on implementing variance shadow mapping for my game. I was able to get a spot light working with variance shadow mapping with a gaussian blur applied to the shadow map to reduce the ...
I am implementing PCSS and I am using a directional light. The directional light volume is clamped to the camera frustum (as is typical with directional lights). So when the camera rotates, the ...