» Volumetric Spot Light (Deferred)
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Volumetric Spot Light (Deferred)

module pixelshader raymarching dx11


This is a volumetric light implementation I was able to create mainly from this great resource:

The module also contains a bilateral upsampling shader which allows for blending of lower res and high res renderings, using the depth buffer and soby eliminating pixelated edges. Also a bilateral blur which is edge preserving.

Let it shine!


30.09.16 [15:54 UTC] by mburk | 838 downloads

SuperflysiNZ 10/11/2018 - 20:49

Is this spreadable?

mburk 12/11/2018 - 14:34

check out implementation in super physical. https://github.com/michael-burk/SuperPhysical/tree/Deferred+Forward
there it is is fully spreadable.

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~8h ago

joreg: Reminder: This thursday in #berlin: free introductory workshop to the all new #vvvv gamma: https://nodeforum.org/announcements/series-of-free-2h-introduction-workshop-to-vvvv-gamma/ #visualprogramming

~2d ago

evvvvil: My refracted brutalism shader... Sucking sweet refracted milk off the tits of schlick fresneled reflections. https://www.shadertoy.com/view/wt33RN

~3d ago

io: @sinao build the cube in a 3d editor soft such as Blender and do the UV mapping there

~4d ago

sinao: one side

~4d ago

sinao: How to apply texture only on one of a cube?

~4d ago

tonfilm: Just updated the CraftLie rendering pack to latest: craftlie-dx11-drawing-for-vl

~8d ago

microdee: 2 seconds later: I asked before googling, but why do you need OS support for texture compression?

~8d ago

microdee: what's BC7?