![]() ![]() ![]() Left distant, middle closest, right medum distance (flipped wrong way). Player perspective is roughly the resolution of the projection of shadow textures 720 (tv res) ->640 (buffer res) When we uncomment that part for fixing buffer effects shadows look worse, the soft/blur pass is done in 640x360.ħ20x720 shadows 2d array 3 slices. As far as I can tell this is the shadow rendering path for gameplay.ħ20x720 long shadows > (360x360 long shadows slice?) ->640x360 blur of shadow texture > 192x192 (light/dark grading)Ĭut scenes have a per scene lighting as well (ie gl_FragCoord that needs a PS fix, somebody get me a 1.7.4 shader dump plz :P). ![]()
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