Open AlexAPPi opened 1 month ago
To investigate this, please capture the frame with the SpectorJS, check the individual draw calls - make sure the uniforms values for draw calls are what you'd expect, and check the shader to see what happens with those. Considering you have shadow rendering issues with those, focus on looking at those draw calls.
To investigate this, please capture the frame with the SpectorJS, check the individual draw calls - make sure the uniforms values for draw calls are what you'd expect, and check the shader to see what happens with those. Considering you have shadow rendering issues with those, focus on looking at those draw calls.
When building a shadow map, updated parameter values are not updated in the uniform.
It's possible I fixed it here: https://github.com/playcanvas/engine/pull/6898/files#diff-b626bc502815d9db1afa6dd7c8573d4f59943982f3a723b426edbfaf1555f8b4
try passing 0xFFFFFFFF as a third parameter to MeshInstance.setParameter
. As the original default value stands, it'd only use that value for the forward pass.
Возможно, я исправил это здесь: https://github.com/playcanvas/engine/pull/6898/files#diff-b626bc502815d9db1afa6dd7c8573d4f59943982f3a723b426edbfaf1555f8b4
передать 0xFFFFFFFF в качестве третьего параметра в
MeshInstance.setParameter
. Исходное значение по умолчанию будет использоваться только для прямого прохода.
Great! It works!
In continuation of the solution to the problem: https://forum.playcanvas.com/t/shadow-calculation-coordinates-buffered/36196/4
I made a demo project demonstrating the problem: https://playcanvas.com/editor/scene/2046017