I wouldn't worry too much about 8-bit render target support, because you can use a 32-bit render target to store 4 gray-scale shadows, one in each channel if you're only going to project them. Of course, this probably also extends to cube maps too - you could use a vertex shader constant to identify the cube map face and then store 4 * 6 = 24 gray-scale shadows in one cube map which should help, at least for batching purposes.
2 World Shadows [Canopy Shadows]
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