Comments (1)
I found a bug in Terrain.hlsl where cascade index was not calculated properly. It was fixed with a1a4a70 and big scenes are now "correctly" shadowed. I have slightly refactored the system but have not drastically improved it yet. I will close this bug for now.
If we have more issues with it, I will create a new ticket for the complete system's rewrite.
from everyray-rendering-engine.
Related Issues (20)
- TODO [GFX]: Disable SSR in special materials (fur, fake transparent) HOT 1
- TODO [GFX]: Fade out volumetric clouds at horizon distance HOT 1
- TODO [GFX][ENGINE]: Rework point lights support HOT 1
- TODO [ENGINE]: Merge object instances window with object's editor window HOT 1
- TODO [ENGINE]: Add more content to "testScene" level
- TODO [GFX]: Fix voxel cone tracing cascades HOT 2
- TODO [GFX]: Fix volumetric fog planes bug HOT 1
- TODO [ENGINE]: Add GBuffer debug visualization HOT 1
- TODO [ENGINE]: Refactor wind manager HOT 1
- TODO [ENGINE]: Add custom properties tab to object's editor window HOT 1
- TODO [GFX]: Implement SSAO post effect HOT 2
- Move dependencies binary files from `bin/x64/` to their respective folder in `external/` HOT 3
- TODO [GFX]: Add support for rendering terrain into light probes HOT 1
- TODO [ENGINE]: Fix a bug when loading textures that are missing for a specific graphics quality preset HOT 1
- TODO [ENGINE]: Fix "Fresnel Outline" and "Snow" materials properties in ER_RenderingObject's editor
- TODO [OTHER]: Publish "Graphics Overview" documentation page
- TODO [ENGINE][GFX]: Add support for light probes placement on terrain HOT 1
- TODO [GFX]: Fix darkened shadows in light probes
- TODO [GFX]: Recheck if lods of GPU indirect objects work correctly in light probes
- TODO [ENGINE][GFX]: Add support for CPU culling in shadow views
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