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How to make Shadow map?
Hi, Shadow from the rendering environment, such as below image, should be saved as a Shadow map. I have tried for a long time, but I can not do it. Please tell me how.
Thank you.
Answer by sacrai · Apr 10, 2018 at 01:57 PM
Hi, have a look here: https://docs.unity3d.com/ScriptReference/Rendering.CommandBuffer.SetShadowSamplingMode.html
The sample of code do a copy of a shadowmap in a RenderTexture.
Hi, thanks to your reply. I tried to code of the link you uploaded but it does not work well and I ask again. First, I created the sample code as a script in Unity, then created a camera and inserted a script into the inspector. And then, I put the light and put the render texture into the camera Target Texture like Camera.PNG below.
Before the game starts, it looks like RenderTexture.PNG below.
After the game starts, it looks like RenderTextureStart.PNG as shown below.
Is this correct? Can you tell me how to do it?
Thanks.
After the game starts, it looks like RenderTextureStart.PNG as shown below. Is this correct? Can you tell me how to do it?
Thanks.
Hi, I can not see the pictures you post, but normally, you have a texture divide in 2 or 4 depends on the number of shadow waterfall, and you have the depth of the texture of the light point of view . $$anonymous$$aybe by comparing the distance between each point of your floor and the light with the data in the RenderTexture you will have the shadowmap you want to have?
(I'm not sure, but I think that the renderTexture is the ratio between the distance and the shadowdistance)
I hope its can help you
Sorry, I uploaded the images again. Now I have a problem with how to use the script.
You don't need to set a RenderTexture on the camera. The depth texture of the light is saved in m_ShadowmapCopy in the script.
$$anonymous$$aybe you can add a getter on this variable.
Answer by Melissaeaton · Apr 05, 2018 at 01:37 PM
The thought behind shadow mapping is very straightforward: we render the scene from the light's perspective and all that we see from the light's point of view is lit and all that we can't see must be in shadow. Envision a story segment with an extensive box amongst itself and a light source. Since the light source will see this container and not the floor area when looking toward its that particular floor segment ought to be in shadow.
Answer by kevinkruse26 · Apr 17, 2018 at 03:12 PM
The basic shadowmap set of rules is composed in passes. First, the scene is rendered from the point of view of the light. Simplest the depth of every fragment is computed. Subsequent, the scene is rendered as traditional, however with a further check to see it the present day fragment is in the shadow.
The “being inside the shadow” test is honestly pretty easy. If the current pattern is in addition from the light than the shadowmap on the identical point, this means that the scene consists of an object this is in the direction of the mild. In different words, the contemporary fragment is within the shadow.
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