rt_shadow
Traces shadow rays from each shaded point toward every light, sampling a disc at
the light so the penumbra tightens where an occluder meets its receiver and
widens with their separation.
Bindings
| name | kind |
scene_color | texture2d |
scene_material | texture2d (sample: uint) |
scene_depth | texture_depth |
scene_tlas | acceleration_structure |
frame_cam | buffer |
lights | buffer |
shadowed_out | storage2d (rgba16f) |
Params
| name | type | what it is |
strength | float | how much a fully blocked light is reduced |
bias | float | metres the ray origin lifts off the surface |
sourceRadius | float | world radius each light is sampled as |
samples | float | area rays per light |
ambientR / ambientG / ambientB | float | the floor a fully shadowed point falls to |