TheMasonX / UnityPCSS

Nvidia's PCSS soft shadow algorithm implemented in Unity
MIT License
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HFTS? #3

Closed erherhh4herh closed 6 years ago

erherhh4herh commented 7 years ago

Have you seen this? It seems to be a far better technique: https://developer.nvidia.com/Hybrid-Frustum-Traced-Shadows

Would this be easy to implement into the current system? Please and thank you for any answers :)

TheMasonX commented 6 years ago

@erherhh4herh HFTS are incredible, but they are definitely out of my league. From what I can tell, they use PCSS for the soft shadows part, and a fancy frustum tracing algorithm for the hard contact part. The way they get around the rasterization problem with their raytracing seems like it would require much more work to get the low level access necessary. Might be worth looking into when the scriptable rendering pipelines are fully in place...