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Description of the problem
It would be very useful for realism to support shadows on RectAreaLights.
I am unsure of the best technique to use here as I have not researched it yet beyond some quick Google searches. I am not yet sure what is the accepted best practice in the industry?
Two simple techniques I can think of:
- one could place a PointLightShadowMap at the center of a rect area light and it would sort of work.
- less accurate, one could place a SpotLightShadowMap with a fairly high FOV (upwards of 120 deg, but less than 180 deg as that would cause it to fail) at the center of the rect area light and point it in the light direction.
(I believe with the spot light shadow map you may be able to get better results for large area lights if you moved the shadow map behind the area light surface so that the front near clip plane in the shadow map frustum was roughly the side of the area light as it passed through the area light plane. I believe I read this in some paper once, but I can remember the source of it.)
marcofugaro, topkat, ligen1996, johannesvollmer, gsuberland and 2 more