McManning / McManning/Scratchpad
Add support for shadows
Nobody has claimed this yet.
- Dominant language
- Python
- Stars
- 37
- Forks
- 4
- PR merge metrics
- No merged PRs in 30d
Description
I know this'll need some significant internal changes to be supported - since we'd render a specific shadow pass to a texture target from the light's POV and then sampled, etc etc.
In a perfect world, I'd want something where each shader implementation can define their own handling of shadow mapping rather than it being something internal and uniform - just so that I could replicate something like Unity's URP in one shader and a different shadow mapping technique in another.
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Start by locating the renderer and shader implementation boundaries, then investigate how a light-view shadow pass could be rendered to a texture and sampled. Done would require support for shadow mapping while allowing shader implementations to choose their own technique.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- blender, python
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 20/100