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Shadow Maps

You can easily create a dedicated shadow map render pass for any light in ShaderScope:


Do I Have To Use ShaderScope's Shadow Maps?

The shadow map functionality in ShaderScope is just meant as a convenient way to quickly set up that sort of output if you want to spin up a project that includes a shadow map pass.

If you would prefer to set up your own you can do that; every render pass comes with a depth attachment and an independent camera, so you could just create a new render pass, move its camera to where your light is in your main scene, aim it at the thing(s) you want to cast shadows, and then use that depth attachment's texture as your shadow map.



See also:

Lights


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