Shadow mapping improvements (I)

Just a brief update to build up some expectations for the next release (whenever that happens).

I’ve been working on improving the shadow mapping technique support in Crimild in order to make it more reliable in production environments. The current implementation had a lot of errors and artifacts and it’s not really usable in big open spaces due to incorrect light frustum calculations.

Here’s a quick look at the new Shadows demo:

 

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Only directional and spot lights can cast shadows at the moment, but I’m planning on adding support for point lights shortly. I’m also planning on adding support for cascade shadow maps in a later release.

That’s it. See you later 🙂

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