NGSS - Demonstration of Primitive Raycasted Shadows
323 views · Published 23 January 2018 · 4:20 · Indexed 23 October 2026
Channel: tatoforever · 2018 · Gaming
Demonstration of Primitive (Spherical) Shadows. Notice: - Directional and Local Shadows are disabled - Primitive shadows can be casted into any geometry - No pre-rendering of casters or anything else - No depth map or cookie or projection generated - No shadowmapping artifacts (z fight, acne, peter panning, etc) as there's no really any shadowmap - Can render shadows to any distance as no depth/shadow map is needed - No screen-space fetching thingies - Only the mathematical representation of the primitive, in this case a sphere - Other primitives shapes can be represented - No multi-sampling to obtain soft-shadows, Only one fetch per frag - Insanely fast for low end hardware such as Mobile and the likes - Can work with Unity built-in lights - Coming in the future to NGSS family
More from this channel
-
2:10
Forgotten Memories Intro Teaser
-
0:24
Dynamics in Forgotten Memories.
-
1:10
Dynamic and static shadows blending.
-
1:46
Volumetric Lighting and Shadows from Forgotten Memories.
-
2:50
PCSS with separable Gaussian filtering on Unity point light shadows
-
0:55
NGSS Point light shadows
-
1:07
NGSS + Contact Shadows Update
-
1:10
NGSS preview of Directional PCSS filtering