Deferred Shading With Shadow Maps Sample

Hi again,

I know that this is probably the most antecipated post of this new blog, so check it out=D

Please read README.txt and help us to improve this sample. This uses a very very high resolution shadow map (2048x2048) to obtain excelent results. PCF is nice to handle with aliasing problem of shadow maps, so turn it on (1-4 or G key).

Use WASD to move and press the left mouse button to rotate camera and T to enable/disable shadows.

My work here was very simple, so look at CombineEffect.fx to see how the mix between deferred shading and shadow map is made.

The guys who really did the hard work were:

Deferred Shadow Maps in XNA By Matt Pettineo (mpettineo@gmail.com)
http://www.ziggyware.com/readarticle.php?article_id=235

Deferred Shading in XNA - Implementing a deferred renderer in XNA GS 2.0 by Catalin Zima
http://www.ziggyware.com/readarticle.php?forum_id=18&thread_id=12743&article_id=155
or
http://www.catalinzima.com/?page_id=14



HERE IT IS:



Thanks

9 comments

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9 comments:

Dheeraj Mehta said...

ah nice one!!

Thanks for sharing :P

filip said...

I did something similar some time ago. I fixed some of the problems with deferred shader and found out that PCM (in this implementation) is not good for XBOX 360 performance. So I was using blur instead.

I will post a link here with my version later.

3D Gaming and Programming said...

ah amazing thanks

filip said...

here you go

www.lotrocz.com/upload/fuelcell-deferredshading.zip

3D Gaming and Programming said...

Thanks filip=D

Anonymous said...

Philip can you upload your example again.

I want to thank you for a great pice of code ano work. Did you manage to add transparency to this example? I'm fighting with it and I don't know how to do it :(. I manage to draw sky with in postprocess with depth texture but I really don't know how to make transparency.

Thanks again guys ...
Take care
Peter W

Vando Pereira said...

Yes we add transparency to our game, as you can see in Phyzell Videos. But you need to make it as a post process effect.

It as easy as, gettin final texture (before any transparencies) you can only apply transparency after deferred renderer do the final combination.
And on final image you will blend your transparent objects with it as you usually do, without using deferred rendering shaders.

If you need more explanation about this, send us a mail.

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