lolslayer
Member
So I've been learning how to use shaders lately, and I wanted to give per-pixel point lights and shadows a try, and well, I succeeded doing that!
A gif of this project is found in my signature and by following this link: http://imgur.com/a/SkDhr (It was too big to upload on the forum)
In this scene there is one test room, one ball casting shadows and 2 light sources, one red light and one blue light.
Shadows aren't even close to being finished, so I'm not sure if I'll ever release them, but the point-light per-pixel lighting seems to work perfectly, so you can expect them to be released. Just remember me once if I forget, I tend to do that.
P.S. I can confirm that it's 60 FPS, unlike the gif, but that's because of the gif convertor :/
P.P.S. This is a project where I test all my shaders, and my very first shader was based on a tutorial by xor, that's why you can see his test texture in my backgrounds folders, it also explains why there is a ton of shaders xD
Video:
A gif of this project is found in my signature and by following this link: http://imgur.com/a/SkDhr (It was too big to upload on the forum)
In this scene there is one test room, one ball casting shadows and 2 light sources, one red light and one blue light.
Shadows aren't even close to being finished, so I'm not sure if I'll ever release them, but the point-light per-pixel lighting seems to work perfectly, so you can expect them to be released. Just remember me once if I forget, I tend to do that.
P.S. I can confirm that it's 60 FPS, unlike the gif, but that's because of the gif convertor :/
P.P.S. This is a project where I test all my shaders, and my very first shader was based on a tutorial by xor, that's why you can see his test texture in my backgrounds folders, it also explains why there is a ton of shaders xD
Video:
IT'S FINALLY HERE!
A nice video showcasing my shadowmapping system, I'll probably update it in the future if I've got time for that.
Somebody also suggested me to make a tutorial about this, so I could give that a look aswell, maybe I'll do it, but it will be a little bit simplified compared to this then.
The reason for me to change the system was because the raycasted shadow system was too calculation intensive, it wasn't really practical for in-game use, this one is though.
Atm it's pre-baked, but I'll try to make it real-time
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