- Use lower depth LOD as the cone radius increases. This is the same technique we use for SAO. The better cache access significantly improve performance. On a test on Pixel4 at 585MHz, SAO pass improves by 30%. This also helps the algorithm scale with the shadow distance. - Shadow direction/length no longer dependent on aspect-ratio and camera orientation. This is fixed by doing all the computations in screen-space instead of normalized screen space. - Shadow parameters are no longer dependent on the field of view. - Also rename dominantLightShadowing.fs to ssct.fs - remove zoom parameter, it wasn't very useful.
47 KiB
47 KiB