VSM vs PCF

Source: Internet
Author: User

I read n HLSL and finally wrote my VSM shader.
As shown in the first figure, the two above are PCF, and the following is VSM.



Writing one or two shader is simple. But the real game is complicated to run ..
Shadow Caster may have bones or none.
Shadow extends er is more complex. It may include normal map, Parallax, ENV map, or a shadow or N ..
Think of this. It crashes again ....

Mygamelib is written on the basis of ogre. I think the implementation of ogre is complicated, and the workload is multiplied .. In addition, the rendering pass is increased, and the efficiency becomes a problem...

It seems that you have to think of a way to make the material system simpler. If not, it is easier to use...
Or the previous fixed pipeline is simple .. Adding a texture and a stage solves the problem...

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