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Percentage-Closer Soft Shadows (PCSS) - Dynamic Soft Shadows based on distance
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soldier101@:
That looks like hata's soft shaders...
Masterlegodude:

--- Quote from: soldier101@ on January 24, 2018, 12:04:21 PM ---That looks like hata's soft shaders...

--- End quote ---
The shadows get sharper closer to the object that's casting it
Trogtor:
very impressive.
QuadStorm:
https://pastebin.com/9D4n31Qu
Shadows should be consistent through quality levels (shadow map resolutions), and some useless stuff was removed. Still only a demo file of sorts. Blending hasn't been changed, and I haven't been able to clamp the poisson sample distance right for some reason. Lower lightSize and higher searchDivisor (probably should've done it 1 / float instead) values tend to look better, but if searchDivisor is too high you end up with a lightening rather than a softening shadow effect.
Note that I changed the superGlow code from what Pah1023 posted, since semi-transparent glowing objects are turned opaque from multiplying albedo and not excluding the alpha part.
QuadStorm:
Third major revision: new poisson disk, clean up of some stuff, ultra mode works, and the fixed (no PCSS) mode toggle works correctly all with blending. Variable names have also been changed around to be more representative.
https://pastebin.com/gr2xzqAA
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