I don't want to post them all, I want to know which ones you guys want to have for free.
I use a ray tracer for percentage closer soft sunligh shadows.
I also have a projective sunlight shadow mapper that uses cubic coord interpolation with partially derivced boundries for increasing quality. Only one additional camera rendering the depth of each SS pixel is required. This is based off of my SSAO shader with a modified comparison position and a few mods.
Obviously the larger the area you cover the lower the quality or preformance. You can adjust these paremeters to your liking. By using calculus, I greatly improved the conventional meathod. It can cover about 8,000 quants with the quality of 1,000 quants in a traditional shader.
Yes, there is a limit to the number of lights. But I can't imagine using more than 10 lights let alone 2048x2048/2 or whatever your GPU tex limit is anyway.
-I use a linear search to apply every other pixel value (representing a light pos and color, 2 pixels per light) to every rendered pixel (PPL). You can have about 25 lights per surface with 60 fps (on my laptop at least).
Last edited by Foxfire; 10/13/08 17:23.
http://www.groundtacticsgame.com/Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps