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about calculating the filter size, we need to first calculate the estimation: imo, to calculate the penumbra size, we can do:
penumbraSize = (dReceiver - dBlocker) / dBlocker * lightSize
actually my questions are from your code:
float SearchWidth(float uvLightSize, float receiverDistance) { return uvLightSize * (receiverDistance - NEAR) / eyePosition.z; }
for the search area width, i don't know why you use eyePosition.z instead of the shadow space z here, what is the reason? is the eyePosition the main camera in the scene? could you please elaborate?) (http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf is not available now...)
eyePosition.z
shadow space z
eyePosition
also, what is the reason you use NEAR / shadowCoords.z here?
NEAR / shadowCoords.z
float penumbraWidth = (shadowCoords.z - blockerDistance) / blockerDistance; float uvRadius = penumbraWidth * uvLightSize * NEAR / shadowCoords.z;
Thanks!
The text was updated successfully, but these errors were encountered:
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about calculating the filter size, we need to first calculate the estimation:
imo, to calculate the penumbra size, we can do:
actually my questions are from your code:
for the search area width, i don't know why you use
eyePosition.z
instead of theshadow space z
here, what is the reason? is theeyePosition
the main camera in the scene? could you please elaborate?) (http://developer.download.nvidia.com/whitepapers/2008/PCSS_DirectionalLight_Integration.pdf is not available now...)also, what is the reason you use
NEAR / shadowCoords.z
here?Thanks!
The text was updated successfully, but these errors were encountered: