Big World and Cascade Shadow
- Partition the frustum into multiple frustums
- A shadow map is rendered for each sub frustum
- The pixel shader then samples from the map that most closely matches the required resolution

不同远近的物体的 shadow,对精度的要求是不一样的。这样,近处 shadow 足够清晰,远处 shadow 足够稀疏。
Blend between Cascade Layers
- A visible seam can be seen where cascades overlap
- between cascade layers because the resolution does not match
- The shader then linearly interpolates between the two values based on the pixel's location in the blend band
Pros and Cons of Cascade Shadow
- Pros
- best way to prevalent errors with shadowing: perspective aliasing
- fast to generate depth map, 3x up when depth writing only
- provide fairly good results
- Cons
- Nearly impossible to generate high quality area shadows
- No colored shadows. Translucent surfaces cast opaque shadows
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https://caterpillarstudygroup.github.io/GAMES101_mdbook/