Posted By: sivan
Improved PSSM shadows (exponential shadowmapping) - 10/03/13 13:19
Hi,
I added a new feature to my earlier PSSM demo, namely exponential shadowmapping, that can be used instead of PCF smoothing, and now it is enough to use 1 or 2 splits for even large areas thanks to its higher precision. It is not desirable to use more splits, because in that case blurring the depth maps makes things slower. Together with stencil blur, nice shadows can be produced. It has a debug mode to check split areas having different colours. Shadows now fade out with distance fog (beside border fade-out).
To be honest, I'm not totally satisfied with its implementation, I made a better one without using the stencil buffer, but it works fine too. I had problems with the depth maps, and the exponential scale factor has to have a much higher value comparing my original implementation (and what is suggested in an NVidia artice) to get proper results.
There are some new terrain and object shaders included, you can choose what to use, Shader Model 3 or 2. You can select per pixel light support in the shaders (on by default).
The Shade-C 0.91 water package now consists of only 3 files, so you can include it in your game easily. Now it supports SM3.0 object shaders too (underwater artifacts eliminated). Also features per pixel light support.
There is an option to cover the terrain with grass, which can be animated or non-animated. Eats up some FPS.
An exe is included for Free/Extra users to enable them to check these possibilities of Gamestudio.
Download link (updated at 22-11-2013):
http://www.mediafire.com/download/s4qsgzvm77qfi7g/improved%20PSSM%20shadows.zip
A few screenshots:
See other details in the readme file.
It's free, please use it
Regards,
Ivan
I added a new feature to my earlier PSSM demo, namely exponential shadowmapping, that can be used instead of PCF smoothing, and now it is enough to use 1 or 2 splits for even large areas thanks to its higher precision. It is not desirable to use more splits, because in that case blurring the depth maps makes things slower. Together with stencil blur, nice shadows can be produced. It has a debug mode to check split areas having different colours. Shadows now fade out with distance fog (beside border fade-out).
To be honest, I'm not totally satisfied with its implementation, I made a better one without using the stencil buffer, but it works fine too. I had problems with the depth maps, and the exponential scale factor has to have a much higher value comparing my original implementation (and what is suggested in an NVidia artice) to get proper results.
There are some new terrain and object shaders included, you can choose what to use, Shader Model 3 or 2. You can select per pixel light support in the shaders (on by default).
The Shade-C 0.91 water package now consists of only 3 files, so you can include it in your game easily. Now it supports SM3.0 object shaders too (underwater artifacts eliminated). Also features per pixel light support.
There is an option to cover the terrain with grass, which can be animated or non-animated. Eats up some FPS.
An exe is included for Free/Extra users to enable them to check these possibilities of Gamestudio.
Download link (updated at 22-11-2013):
http://www.mediafire.com/download/s4qsgzvm77qfi7g/improved%20PSSM%20shadows.zip
A few screenshots:
See other details in the readme file.
It's free, please use it
Regards,
Ivan