Vulkan renderer updated with shadow maps
Shadow maps are now supported in the new Vulkan renderer, for point, spot, and box lights!
Our new forward renderer eliminates all the problems that deferred renderers have with transparency, so shadows and lighting works great with transparent surfaces. Transparent objects even receive lighting from their back face automatically!
There is some shadow acne, which I am not going to leave alone right now because I want to try some ideas to eliminate it completely, so you never have to adjust offsets or other settings. I also want to take another look at variance shadow maps, as these can produce much better results than depthmap shadows. I also noticed some seams in the edges of point light shadows.
Another interesting thing to note is that the new renderer handles light and shadows with orthographic projection really well.
A new parameter has also been added to the JSON material loader. You can add a scale factor inside the normalTexture block to make normal maps appear bumpier. The default value is 1.0:
"normalTexture": { "file": "./glass_dot3.tex", "scale": 2.0 }
Also, the Context class has been renamed to "Framebuffer". Use CreateFramebuffer() instead of CreateContext().
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