Quick question...
Can you access shadow map textures at run time?
If so could someone point me in a good starting place?
My idea was to have a flash light project a volume that alpha masked the pixels of the particular surface's shadow texture it was crossing. This way baked shadows could still be affected by dynamically moving lights.
The brighter the light value the greater the opacity of the masking.
I think this is an idea worth digging into.. unless I'm just nuts, in which case, please tell me so.
Can you access shadow map textures at run time?
If so could someone point me in a good starting place?
My idea was to have a flash light project a volume that alpha masked the pixels of the particular surface's shadow texture it was crossing. This way baked shadows could still be affected by dynamically moving lights.
The brighter the light value the greater the opacity of the masking.
I think this is an idea worth digging into.. unless I'm just nuts, in which case, please tell me so.