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An implementation of Variance Shadow Mapping built on top of Unity's URP

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Shadow Mapping

An implementation of Variance Shadow Mapping in Unity's URP.

  • For experimental purposes only
  • Limited to punctual lights only (No directional support, would require EVSM to look good)
  • Uses a moving average box blur compute shader to blur point light shadow cubemaps (with support for blurring over edges), and a standard pixel box blur for spotlights
  • In short, thoroughly unfinished, though perhaps cool to look at

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An implementation of Variance Shadow Mapping built on top of Unity's URP

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