====WARNING!! SUDDEN SOUND EFFECTS! (better mute it altogether) ====
It is well-known that you can't use soft shadows in a non-deferred rendering path unless you use the inside-out geometry which still gets glitchy at times and also restricts you from properly using things like parallax mapping... Or can you?!
A quick attempt in a proof of concept, using a single 2048x2048 depth map. The whole pipeline is completely forward, excluding for the lens effects and antialiasing (which do not count towards the deferred shading anyway, right ;) ). The bias is set very close to zero so no detached shadows, also the shadows are rendered both for the polygons and the raymarched geometry (floor texture detail in here) in the exact same sequence, so a raymarched part can cast and receive a correct shadow to or from a different polygonal mesh. No DXR whatsoever, in fact pure DX11 on Windows 7. Hope you like it :)
5 сен 2024