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起源引擎实时光影Swarm Deferred MOD

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这是一个Alien Swarm的MOD,内置源码,支持动态软阴影,实时体积光等特效





我开的最低,电脑不行


1楼2016-05-21 20:28回复
    英文原文
    This is a deferred lighting implementation that I've created on the Alien Swarm SDK. It's currently offering shadow mapping for directional/point/spot lights, blinn phong and volumetric scattering via light volumes.
    The in-game editor allows you to load from/save to VMF files directly, however parented or named lights (with I/O) will not be editable in-game.
    Hundreds of small lights can be rendered with great performance (on a GTX 260), however as soon as they cover a lot of screenspace or are even drawn fullscreen (intersecting light geometry) they become much more expensive.
    The renderer firstly draws the skybox/scene to the gbuffer (normals+lighting params and depth), performs light rendering via low poly spheres/cones and does a second pass on the skybox/scene that produces the final result. Due to this, all shadows and lights from the world are directly projectable on the skybox, however geometry in the skybox does not yet cast shadows nor can you place lights in the skybox.
    There's currently no hardware filtering support for AMD because I do not own any AMD cards, so I can hardly add that myself. Running this on AMD will either require you to recompile everything with a color based shadow mapping filter (as easy as changing one line of code) or adding fetch4 code - you've been warned.


    2楼2016-05-21 20:28
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      用这个搞的逼站惊魂


      5楼2016-05-22 11:16
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