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Make compatible with WebGPU, at least for directional lights. WebGPU only supports clustered lights currently, so other lights won't work unless PCSS is supported by clustered lights. DONE Overhaul of directional PCSS shadows #7258
R32F texture is used to store shadow depth map. We need a fallback for platforms that do not support it, perhaps the same as RenderPassPrepass uses, which stores the depth float bits in RGBA8, which then SSAO decodes back to float. DONE - added F32->F16->PCF3 fallback here: 3b1e69f
add sample randomization to allow smaller number of samples then TAA is enabled
We currently render to F32 texture + depth buffer, but only use the F32 texture. For directional lights (and eventually for all types) we store non-linear depth, meaning the color buffer contains the same data as depth buffer. On WebGPU, we should be able to avoid using color buffer entirely, and simply use depth buffer only - as long as we can load a single sample from it.
The text was updated successfully, but these errors were encountered:
Related to PCSS implementation: #5483
#define PCSS_SAMPLE_COUNT 16
- perhaps add some control over this DONE Overhaul of directional PCSS shadows #7258The text was updated successfully, but these errors were encountered: