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Study notes: unity customsrp-10-point and spot shadows
2022-04-23 05:16:00 【Niu Shenzi】
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This section is mainly based on the previous section Add live shadows .
Similarly, this section contains a lot of content , It's also a bit complicated , If you look at the directional light shadow in front , It should be easy to understand .
summary :
1. Blend baking and real-time shadows for point and spot lights
2. Add a second shadow set
3. Use perspective projection to render and sample shadows ( Spotlights )
4. Use custom cube maps ( Point source )
The overall idea of real-time shadow :
1. Apply for shadow space , Cache the shadow map of the current frame .
2. Render shadow to shadow map .
3. Sample shadow maps , Mix colors .
notes : In the second step , For different types of light , There are different details .
1. For directional light , Using orthogonal projection rendering , The shadow map is rendered in different regions according to the number of cascades . Find the correct area when sampling .
2. For spotlights , Render with perspective projection
3. For point lights , Perspective projection rendering 6 Time , Find the correct area when sampling
Each kind of light can be cascaded , But it will lead to more complexity , And more performance consuming , For example, a point light source plus 4 Cascades , Rendering required 4x6=24 Time .
One last point : There are many shadow problems in the whole process of rendering sampling , The authors have given general answers , Think for yourself .
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本文为[Niu Shenzi]所创,转载请带上原文链接,感谢
https://yzsam.com/2022/04/202204230511353124.html
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学习笔记:Unity CustomSRP-10-Point and Spot Shadows
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