This is my first try on dynamic shadowmapping in 3DGS:
After I asked BoH_Havoc about dynamic shadowmapping, he leaded me to this great tutorial. I understood nearly everything and converted the given code for the use with 3DGS. I had some small problems for wich I got great help from BoH_Havoc (again, thank you such a lot). Afterwards, I tried to soften it a bit. I think it looks good, but my way to blur it causes this kid of “Halo-Effect” around the models. I´m still working on it, but I think to try myself on a more advanced algorythm soon
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would you mind sharing some stuff on it to us on the forums?
Maybe later, but not yet
It should be easy to understand and convert the tutorial with some basic shaderknowledge.
It really wasn´t that hard
Did you create a dll plugin with c++ and directX to achieve this or did you just use (3dgs’s) c-script and shader code?
Greetings Chris
It is c-script and some hlsl code only