A shadow filtering function performing basic filtering. This is in fact an unfiltered version of the shadow map
with a binary [0,1] result.
| Parameter | Type | Default Value |
|---|---|---|
| inputs | Object | — |
| inputs.depthTexture | DepthTexture | — |
| inputs.shadowCoord | Node<vec3> | — |
Returns
Node<float>A shadow filtering function performing PCF filtering with Vogel disk sampling and IGN.
Uses 5 samples distributed via Vogel disk pattern, rotated per-pixel using Interleaved Gradient Noise (IGN) to break up banding artifacts. Combined with hardware PCF (4-tap filtering per sample), this effectively provides 20 filtered taps with better distribution.
| Parameter | Type | Default Value |
|---|---|---|
| inputs | Object | — |
| inputs.depthTexture | DepthTexture | — |
| inputs.shadowCoord | Node<vec3> | — |
| inputs.shadow | LightShadow | — |
Returns
Node<float>A shadow filtering function performing PCF soft filtering.
| Parameter | Type | Default Value |
|---|---|---|
| inputs | Object | — |
| inputs.depthTexture | DepthTexture | — |
| inputs.shadowCoord | Node<vec3> | — |
| inputs.shadow | LightShadow | — |
Returns
Node<float>A shadow filtering function performing VSM filtering.
| Parameter | Type | Default Value |
|---|---|---|
| inputs | Object | — |
| inputs.depthTexture | DepthTexture | — |
| inputs.shadowCoord | Node<vec3> | — |
Returns
Node<float>Retrieves or creates a shadow material for the given light source.
This function checks if a shadow material already exists for the provided light.
If not, it creates a new NodeMaterial configured for shadow rendering and stores it
in the shadowMaterialLib for future use.
| Parameter | Type | Default Value |
|---|---|---|
| light | Light | — |
Returns
NodeMaterialDisposes the shadow material for the given light source.
| Parameter | Type | Default Value |
|---|---|---|
| light | Light | — |
Returns
any