Progressive lightMap as Floor Shadow Catcher

Another attempt at this

changes:

  • Not adding the monkey and sphere into the potpack part. (doing a simple name to check skip these meshes)
  • Shadow calculation is done on button click instead of in the render loop.
  • Clear is done by disposing the renderTargets.

Rest of the code is the same

@SeeOn in your attempt you tried to directly convert the r3f shadows to vanilla right , have you tried this approach of stripping the original lightmap file ?

The shader stuff + code logic is overwhelming but i’ll keep trying

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