SpiderPig Posted March 15 Share Posted March 15 Would it be possible disable shadows for a single light in the fragment shader, with some shader manipulation? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 16 Share Posted March 16 I guess if you sent the light's ID to a uniform declared in the lighting file, and modified the lighting code to skip that light, but it seems difficult. Why would you want to do this? You can disable shadows on a per-light basis already. 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
SpiderPig Posted March 16 Author Share Posted March 16 It was thought for real-time recasting of terrain shadows. Currently I disable all lighting for where there are shadows from the directional light. But I'd like to disable the light only for the specific light source so I can get multiple shadows from multiple lights. This way a point light could light up an area that is in shadow for a directional light. 1 Quote Link to comment Share on other sites More sharing options...
SpiderPig Posted March 16 Author Share Posted March 16 Is this the correct way to get the lights index? auto light = CreateDirectionalLight(world); light->GetIndex(); And would I compare that value to lightIndex here in PBR/Lighting.glsl? lightIndex = ReadLightGridValue(uint(lightlistpos)); Quote Link to comment Share on other sites More sharing options...
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