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ShadowMapping

使用OpenGL实现的PCSS实时软阴影

Percentage-closer Soft Shadow

PCSS通过三个步骤进行计算:

  1. 计算当前像素点一定范围内的遮挡物平均深度。
  2. 利用平均深度计算PCF滤波范围,这也与光源大小呈正相关。
  3. 使用PCF计算可视值visibility

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