,Ĩ0x45 depth component projection player perspectiveĦ4圆4 depth component projection, 2d depth maps top downĦ4圆4 > 32x32>16x16>8x8 cube map lod (world reflections)ĥ12x512 format 0x005 Ground geometry LOD from height map, almost like old voxel engines. So scaling 720 will increase resolution of all theseģ60x360 shadows may just be the slices of 720, or 360 may be used for performance scaling.Ģ048x2048 Link light/shadow projection cut scene? Unverified.ġ280x720 depth component projection player perspectiveĦ40x360 depth component projection player perspective, 2d blur/soften of toon shader, light projection spheresģ20x180 depth component projection player perspective, bloom pass.Ģ40x135 depth componet projection player perspectiveġ60x90 depth component projection player perspective, medium detail bloom pass. Left distant, middle closest, right medum distance (flipped wrong way). ![]() Player perspective is roughly the resolution of the projection of shadow textures 720 (tv res) ->640 (buffer res) When we uncomment that part for fixing buffer effects shadows look worse, the soft/blur pass is done in 640x360.ħ20x720 shadows 2d array 3 slices. ![]() As far as I can tell this is the shadow rendering path for gameplay.ħ20x720 long shadows > (360x360 long shadows slice?) ->640x360 blur of shadow texture > 192x192 (light/dark grading)Ĭut scenes have a per scene lighting as well (ie gl_FragCoord that needs a PS fix, somebody get me a 1.7.4 shader dump plz :P).
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