-=Biohazard=- wrote:You can draw the scene another time in an orthogonally projected view and compare distance values when drawing the normal view to create a projected shadow for the whole scene and replace the stencil shadows.
I'm still in need of blurring the shadow, probably with a noise texture in the per object shaders, and the (mounted) trees in the following screen are messed up because they need to be compiled as two-pass to look right. Sadly it seems that the shadow resolution can't be higher than the framebuffers', because the RT needs a depthbuffer, so without blurring it's extremely pixelated, but at least everything casts a shadow on anything now:
pic 1, pic 2, pic 3
So with some tweaking this might turn out okay later...
You have to finish the shadowing shader and fix the pixelation. If you were to release the shader code I think everyone in the source modding department would be very thankful. What are the hits on performance though? And is There a DOF shader in there as well?





