Hello,
I am trying to understand, how this technique is working.
I am using standard PCF technique
// PCF 3x3
for(int x = -pcf; x<=pcf; ++x )
{
for(int y = -pcf; y<=pcf; ++y )
{
float realDepth = shadowTexture.SampleLevel(ss,float2(lightWorldPosition.x*0.5+(cascade*0.5)+shadowTexel.x*x, -lightWorldPosition.y+shadowTexel.y*y),0 );
if( lightWorldPosition.z > realDepth+bias ) {} else shadowFinalColor += 1.0;
}
}
shadowFinalColor/=(2*pcf+1)*(2*pcf+1);
But for good looking shadows, i have to use higher pcf values, which is not a good way. Also, my code can be better i know, it¨s just for testing.
What's a easiest way to get possion.disk filtering working ? I will be happy with some snippets.
thank you very much !