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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

Meetem1 year ago
Interesting! How the shadow maps are rendered for this area light?

János Turánszki1 year ago
Like spotlights, but with a wide FOV and some offset to put it behind the light.

mamoniem, et al. 🌹♠️🦷🌿1 year ago
rip megalights tech demos!

János Turánszki1 year ago
Someone was asking if this is megalights, that's exactly why I've written that it's no temporal.

Fren :)1 year ago
beautiful

Gustav Sterbrant1 year ago
Those PCSS shadows is what makes it really work

János Turánszki1 year ago
It's not PCSS, just PCF but I'll take it.

Jean Philippe1 year ago
Beautiful ❤️ !!

b_enDev1 year ago
Not screen space? How does that work

János Turánszki1 year ago
Here is the shader (light_rect function in this file):


