Soft shadows calculated from cubetexture depth so it works for point lights in every direction. It manages alpha channels too however AlphaTest (EX9.RenderState) is required in that case. The softening technique is lame and simple as a rock so if anybody can do a better one please contribute it :P It's rendered separately so you just have to multiply the shadows on whatever scene you'd like to.
bravo ! what a contrib, really nice !
question: how do you arrive to obtain from DX9texture node TWO texture out ? did you cheat pins input ?
thanks! that is only multiple rendertargets are set in the pixel shader and the dx9texture is spreaded in the inspektor
ah yes.... thxs !
looks great !
looking forward to play with it thx ;D
A shout by tonfilm redirect me on this wonderfoul contribution..
I remember was working good but now in b28.1:
it seems that the getslice node to retrieve shadow doesn't work quite well:
Could someone shade some light on this strange behaviour?
that's blurperfector not getslice. looks like nowadays blurperfector acts very strangely if i recall well it was good in b27 or b27.1 addonpack copy that blurperfector to b28's addonpack, or if you're good without it simply turn it off. also the same technique is used in mre-mdmod with some improvements and it was created in b28.1. there is a good blurperfector inside SSAO as well
Would it be possible to have that with multiple light sources (additive) and individual shadow colors for each light?
well you have to create separate cubemap rendertargets as separate shadowmaps for each light and multiply them at the end. and unfortunately it's quite expensive on its own too. but if your machine can handle it you can create as many instances of this as you want
I was just wondering as I thought you had a solution for multiple lights in your mre-mdmod suite. However, the shadow color is fixed anyways, right?
in mre.mdmod there is a main light selected which will cast shadows. the color is straightforward with this contribution simply add a constant color to the shadow pass and multiply it over your scene. it's not that simple in mre.mdmod as the shadows are calculated in the same pass as the scene. however the approach should be the same with mre as well just inside the shader.
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