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Shadow intensity #4346
Shadow intensity #4346
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Supports spot, omni and point lights. Updated the lights.tsx to add controls for the shadow intensities. Shadow is calculated as a separate variable, and then 1 -> shadow is lerped with intensity value.
Supports spot, omni and point lights. Updated the lights.tsx to add controls for the shadow intensities. Shadow is calculated as a separate variable, and then 1 -> shadow is lerped with intensity value.
…ngine into gsterbrant_shadow_intensity # Conflicts: # src/framework/components/light/component.js
Realized I had this branched on an old version of main. Going to do a rebase and work this code in again. |
Very cool! So a few comments/suggestion:
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omni = point? |
Supports spot, omni and point lights. Updated the lights.tsx to add controls for the shadow intensities. Shadow is calculated as a separate variable, and then 1 -> shadow is lerped with intensity value.
Supports spot, omni and point lights. Updated the lights.tsx to add controls for the shadow intensities. Shadow is calculated as a separate variable, and then 1 -> shadow is lerped with intensity value.
…ngine into gsterbrant_shadow_intensity # Conflicts: # src/framework/components/light/component.js # src/graphics/program-lib/programs/standard.js
Also removing the default setting for ambient bake lights. Clustered lights needs more work, seeing as we use a parameter texture and will have to steal a slot from COOKIE_A to store the shadow intensity.
This is awesome! Please create an issue on editor repo so we don't forget to expose this functionality in the editor when engine is released. |
This issue relates to adding support for this in the editor. |
@GSterbrant Ah, you probably need to add Line 180 in de890ce
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Supports spot, point/omni and directional lights.
Updated the lights.tsx example to add controls for the shadow intensities.
Shadow is calculated as a separate variable, and then 1 -> shadow is lerped with intensity value.
API changes:
Lights have a new member
shadowIntensity
.Fixes #3604