Open djkato opened 2 months ago
This sort of stained glass effect is really cool; I bet there's literature on how to implement this in PBR.
https://wickedengine.net/2018/01/easy-transparent-shadow-maps
I think there's another article I've read that I wanted to reference, but I can't seem to find it. Wicked engine seems to also have a blog post though.
Maybe not PBR but I found that nvidia has a paper on this and also additive shadow blending I think https://research.nvidia.com/publication/2016-02_phenomenological-scattering-model-order-independent-transparency
Also unreal engine and unity support these features. Could take a peek at unreals code.
Don't look at Unreal's code please! It's not appropriately licensed.
What problem does this solve or what need does it fill?
When using transmission of 0.9 combined with base_color, the light that goes through the glass should color the ground. Currently it doesn't
What solution would you like?
some sort of bool attribute probably to toggle this feature in the StandardMaterial. Also for slow running environments, maybe just a way to manually color the shadow casted from a mesh.