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An (actual) proper fix to self shadowing: Normal Mapping Shadows and $ssbump #25

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crypticalwastaken opened this issue Oct 14, 2022 · 0 comments
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enhancement New feature or request

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@crypticalwastaken
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crypticalwastaken commented Oct 14, 2022

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

@Xenthio Xenthio added the enhancement New feature or request label Feb 6, 2023
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