Cascaded shadow map implement done

This week I finished cascade shadow map implement, I use two split to save the shadow map. The fine one can show clear result, when the objects are far enough to out view, we save them to the rough texture. Fine texture is close to 1024 x 1024, the rough texture can be 512x512, after the distance I don't want to wrtie to my texture.

I provide splitlambda to adjust image resolution between fine and rough texture, and also can use splitscale to solve the situation when texel is close to the near plane.

                                             Perspective view - has a little artifact

Orthogonal view - improve the artifact


Popular posts from this blog

Fast subsurface scattering

Physically-Based Rendering in WebGL

tex2D vs. tex2Dproj