the current implementation of shadow rendering leads often to unsatisfactory results, i want to create a better way of applying the shadows.
The idea is to render the shadows during the pre frame stage and evaluate them during the render pass.
I created a shader node for which can be used for materials to receive shadows, the output of this node should be multiplied with the light intensity/color and the rest of the rendering can then continue.
So far i made a basic implementation, i had some troubles with the Shader Editor which somehow doesn’t want to open the visual editor anymore after i added my new shadow node (though editing the source file works and it renders in the engine).
I also didn’t figure out how i could use the inputs normally used for light direction/position etc. with shader nodes.
Other then that the shader nodes worked pretty nice.
I am not sure how i want to handle multiple shadow casting lights. (I don’t need more than one shadow casting light for my own games.)
(I’m using a SDK build from master something like month ago.)