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DarkBASIC Professional Discussion / Multible "Soft" Shadows

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swissolo
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Posted: 20th Feb 2011 20:15
I've seached every little place I can and, because of my lack of knowledge over shaders, I can't find a shader I can use in DBPro supporting MULTIBLE soft shadows. I understand the past reasons for not including it as it's really GPU intesive, but it's 2011, I don't think it's as big of a problem. Evolved's soft shadows seemed to be binded to normal mapping, and only support 2. This is the closest I've gotten to what I'm looking for. Any guidance? I know Bond1 wrote a shader recently but it's for fpsc, and you have to purchase a pack to get it .

Sorry if this post seemed harsh, just can't find any solution...

swis
Sixty Squares
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Posted: 20th Feb 2011 20:46
If you're not worried about performance, you could check out EVOLVED's Advanced Lighting system. It supports several light sources.


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swissolo
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Posted: 20th Feb 2011 20:49 Edited at: 20th Feb 2011 21:26
Thanks, But I already have. I guess it must support multible shadows, but I don't know how to stip that little bit out, because I alread have incorporated some effects such as parallax mapping and bloom. anyone see an easier way around it?

Edit: Also, I don't see anything within advanced lighting that supports any kind of bump mapping....

swis
Sixty Squares
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Posted: 20th Feb 2011 22:43
I'm not sure about bump mapping, but I think his system supports normal mapping, environment bump mapping and possibly parallax mapping. (There are probably other effects that I've forgotten. Here's a link to the latest download: http://www.evolved-software.com/shaders/advlighting)

If you're looking for something to simply add to what you already have without changing any of your current shaders, then perhaps this thread could be of help? The shadows aren't soft and it might be slow, but it's something:
http://forum.thegamecreators.com/?m=forum_view&t=137230&b=6


Guns, cinematics, stealth, items and more!
swissolo
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Posted: 21st Feb 2011 01:12
I've seen both of your examples too, but thanks anyways. I guess I'll just have to move to advlighting, which pretty much makes anything I've done useless, but, oh well, it was good practice. Hopefully I can strip away some of the things I don't need to increase compiling speed like water or particles. I did find out advlighting supports up to relief mapping.

Thanks though.

swis
swissolo
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Posted: 21st Feb 2011 21:51
Alright, I've completely switched to AdvLights but it's generated 2 questions.

1) What exatly causes the white line on the edge of the screen and is it preventable?

2) AA doesn't seem to work anymore. Is this because of the quad used to present the bloom? Is there a way around this?

Overall AdvLights looks a lot worse than what I was using , but oh well.

swis
Green Gandalf
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Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 21st Feb 2011 23:16
You could try delving into the multiple light shadow shader demo that comes with the MS DX9 SDK. I don't think it gives you soft shadow edges though.

Quote: "What exatly causes the white line on the edge of the screen and is it preventable?"


It's bound to be preventable once you know the cause. Sounds like a slight screen quad/screen image misalignment to me. Have a peek at this (taken from a comment in a DarkShader fullscreen shader):

http://www.sjbrown.co.uk/?article=directx_texels

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