longer or shorter.This is when horizonmapping becomes handy which allows us to draw a correct shadow which gets longer and shorter. Although horizonmapping is normally done with additional textures , I decided that a heightmap (stored in the Normalmaps Bluechannel) should be enough to generate these "shadows".The Shader simply traces a ray from the current pixelposition back to the light and checks if hit intersects another pixel, if it does so , the currentpixel must be in the shadowvolume.
We all know Bumpmapping which calculates the pixelcolour depending on the angle between the pixels normal and the lightdirection but if we take a closer look we notice that these "shadows" wont get
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