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A closer look at how the rectangle light handles the roughness (no screen space or temporal):

11,857 views • 1 year ago •via X (Twitter)

10 Comments

Meetem's profile picture
Meetem1 year ago

Interesting! How the shadow maps are rendered for this area light?

János Turánszki's profile picture
János Turánszki1 year ago

Like spotlights, but with a wide FOV and some offset to put it behind the light.

mamoniem, et al. 🌹♠️🦷🌿's profile picture
mamoniem, et al. 🌹♠️🦷🌿1 year ago

rip megalights tech demos!

János Turánszki's profile picture
János Turánszki1 year ago

Someone was asking if this is megalights, that's exactly why I've written that it's no temporal.

Fren :)'s profile picture
Fren :)1 year ago

beautiful

Gustav Sterbrant's profile picture
Gustav Sterbrant1 year ago

Those PCSS shadows is what makes it really work

János Turánszki's profile picture
János Turánszki1 year ago

It's not PCSS, just PCF but I'll take it.

Jean Philippe's profile picture
Jean Philippe1 year ago

Beautiful ❤️ !!

b_enDev's profile picture
b_enDev1 year ago

Not screen space? How does that work

János Turánszki's profile picture
János Turánszki1 year ago

Here is the shader (light_rect function in this file):

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