Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WebGLShadowMap: Properly honor customDepthMaterial #25137

Merged
merged 1 commit into from Dec 14, 2022

Conversation

WestLangley
Copy link
Collaborator

Replacement PR for #25082

@WestLangley WestLangley added this to the r148 milestone Dec 13, 2022
@WestLangley
Copy link
Collaborator Author

@titansoftime Can you please try this with both your customDepthMaterial version and your InstancedMesh version and report back?

@titansoftime
Copy link
Contributor

titansoftime commented Dec 13, 2022

Looks good! Tested with both CSM and regular ShadowMaps with instancing done both by InstancedMesh and building from instancedGeometry and extending shaders.

I must note, I do wonder if the actual customDepthMaterial is what is being used though as my customDepthMaterial previously yielded imperfect shadows (applied to full mesh even though mesh consisted of parts, some alphaTest, some not). Now, they look great using either method. Looks great though. Thank you.

Wolfie thanks you too. He likes the shade.
Forest

@Mugen87 Mugen87 merged commit e4dc4e8 into mrdoob:dev Dec 14, 2022
@WestLangley WestLangley deleted the dev-custom_depth_material branch December 14, 2022 15:40
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

None yet

3 participants