The two standard ways of combining shadow maps in a forward renderer are either to do multi-pass lighting with additive blending where each pass adds in the light contribution from a different light or single-pass lighting where the shader loops over lights in the scenes and accumulates their light contributions. MIN blending isn't really the right way to combine contributions from multiple lights in a multi-pass lighting approach. I'd suggest trying additive blending instead.
Shadows from multiple light sources (DX11)
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10-10-2022 - |
Question
I'm currently trying to extend my current basic shadow mapping system to allow objects to have shadows cast from multiple lights. At the moment I have generated both shadow maps correctly but the problem is getting them both to be rendered on the scene.
My draw function currently goes like this:
for (int iLight = 0; iLight < mNumLights; iLight++)
{
mShadowMap[iLight]->SetNullRenderTarget(md3dImmediateContext);
DrawSceneToShadowMap(iLight);
RestoreRenderTarget();
SetShadowMap(iLight);
SetShadowTransform(iLight);
DrawScene();
}
mSwapChain->Present(0, 0)
Only the second shadow map is used and drawn, what am I missing here?
Solution
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