Terrain Shadows #133
TokisanGames
announced in
Architecture
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As mentioned in #175, this depth parallax shader code has an aspect of self shadowing that might be of use here |
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@lfxu suggested:
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It would look way better if the terrain generated shadows way off into the distance. However calculating it from directional light will kill performance. For all hardware it would be great to remove shadow casting from godot entirely and put it in the shader.
Not accurate:
Max Shadow distance
Solutions
On pages 38-41 of The Witcher 3 presentation - Video
Alternatively, @Calinou suggested
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