You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is very similar to self shadowing except it applies to normal maps.
It's also probably much easier to implement rather than using weird source shader lightwarp jank. http://enbdev.com/doc_normalmappingshadows.htm
In a way this is kinda like fake ssao but slightly different from real csm's implementation.
Definitely something to look into for the future.
Also this code from 2021 may also be a way to fake parallax with self shadowing in source without serious performance hiccups: https://github.com/iamyoukou/normalMapping
The text was updated successfully, but these errors were encountered:
This is very similar to self shadowing except it applies to normal maps.
It's also probably much easier to implement rather than using weird source shader lightwarp jank. http://enbdev.com/doc_normalmappingshadows.htm
Also valve technically already implemented self shadowing. http://wiki.polycount.com/wiki/Self_shadowed_bump_map
https://developer.valvesoftware.com/wiki/$ssbump
Only problem is that it isn't very good and is very limited in use.
I'm surprised to even find documentation on it
http://www.interlopers.net/forum/viewtopic.php?f=16&t=27513
In a way this is kinda like fake ssao but slightly different from real csm's implementation.
Definitely something to look into for the future.
Also this code from 2021 may also be a way to fake parallax with self shadowing in source without serious performance hiccups: https://github.com/iamyoukou/normalMapping
The text was updated successfully, but these errors were encountered: