https://firepal.tilde.team
This is 0.5° angular distance on a DirectionalLight.
I can't control these stray pixels in any other way than to set angular distance to 0.0° which disables the soft falloff effect. You know, the whole point of PCSS?
This is 0.5° angular distance on a DirectionalLight.
I can't control these stray pixels in any other way than to set angular distance to 0.0° which disables the soft falloff effect. You know, the whole point of PCSS?
the environmental storytelling in question:
the environmental storytelling in question:
Frankly, why don't they use torrents for this stuff?
#cartography #gis #earthdata #geospatial #opendata
Frankly, why don't they use torrents for this stuff?
#cartography #gis #earthdata #geospatial #opendata
Tried to do something similar for a personal project that fell through, but instead of meshing the digits, i did it all in a pixel shader ^^'
The main benefit is contact shadows, but i'm also just more comfortable writing shader code than mesh code...
Tried to do something similar for a personal project that fell through, but instead of meshing the digits, i did it all in a pixel shader ^^'
The main benefit is contact shadows, but i'm also just more comfortable writing shader code than mesh code...
still got ways to go with the overdarkening
still got ways to go with the overdarkening
it's Almost Physically-Based™
#shaders #glsl
it's Almost Physically-Based™
#shaders #glsl
it relies on a magic number to not look bad, but it's working i guess!
it relies on a magic number to not look bad, but it's working i guess!
My line renderer adds a duplicate of the first and last point to allow one to make it look rounded in the pixel shader. I think I've seen No Man's Sky do their lasers like this
My line renderer adds a duplicate of the first and last point to allow one to make it look rounded in the pixel shader. I think I've seen No Man's Sky do their lasers like this
advances.realtimerendering.com
advances.realtimerendering.com