KhronosGroup / KhronosGroup/glTF

Shadow casters and receivers

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Description

While working on a project that required rendering the same GLTF models using different PBR renderers, I noticed differences in the way transparent materials cast and receive shadows. I couldn't find any part of the spec related to shadow rendering. I think it would be great to clarify on this part.

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First steps

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  3. Fork the repository and make your change on a branch.
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Research direction

No file, test, or entry point is named. Start by comparing how different PBR renderers handle transparent materials when casting and receiving shadows, then identify the relevant glTF specification section. Done means the specification explicitly clarifies those shadow-rendering rules.

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Assessment

Domain
computer-graphics
Issue type
Documentation
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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