I have a primitive icosahedron (d20 dice) using VertexPositionNormalTexture. I calculated the normals and lightning works fine. But now I want a shadow, I found tutorials about it but only for fbx ...
I've been following the tutorials (link1) and (link2) to implement Shadow Mapping. However, I'm getting shadowing artifacts which are quite ugly. I've done some research, and found that ESM ...
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 ...