- MinMaxDepth(mips) Buffer - for ray tracing optimization
- BlurredColor(mips) Buffer - for ray tracing sampling on upper cascades
- Blurred Variance Depth RG:(depth, depth^2) for screen space shadows
- Render cascade from the highest to lowest and merge n with n+1 cascade in one compute call.
- Make special shader to sample Radiance in forward pass.
- Use Blurred ColorBuffer for sampling in higher cascades.
Input:
- Blurred ColorBuffer
- MinMaxDepth Buffer
- VarianceDepth Buffer
- Environment CubeMap
Rendering:
- Render last cascade
- Render N cascade + merge N+1 into N
- Depth
- Depth Mips
- Blurred Variance Depth RG:(depth, depth^2) - ScreenSpace Shadows
- MinMaxDepth Buffer - Cascades Raytracing
- RadianceCascades