NGSS - Demonstration of Primitive Raycasted Shadows

323 views · Published 23 January 2018 · 4:20 · Indexed 23 October 2026

Channel: tatoforever · 2018 · Gaming

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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

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