So the next version is coming, it fixes random crashes when reimporting assets in the editor.
... and, I passed the weekend to add kind of Soft Shadows on shadow volumes.
While it's a bit fake (depends of lights/tweaking), it works nicely and was easy to implement, apart from lacking documentation.
Basically it's done in two passes (kind of, fullscreen quads) per light in a deferred renderer, like any blur postprocess :
- first pass requires GLEE_ARB_stencil_texturing & GLEE_EXT_gpu_shader4, it's just a simple horizontal gaussian blur of stencil buffer, with radius based on distance sample/light & depth (& taking normals into account for artifacts)
- second pass just make the same but based on the output of first one, vertically (just no more stencil things)
- usual deferred light pass, multiplying final output by shadow buffer or one depending of Softness param
It's heavier than blur, cause you need usual pos reconstruction and things, but I was surprised of the perf on my cheap GT415M, and it's easily customizable for end-users, so it's in the release as well.
Other details here: http://www.coffee3d.net/forums/graphics/soft-shadows/54#p54
Edited by skarab, 30 September 2013 - 01:41 PM.