
- HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO INSTALL
- HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO CODE
- HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO DOWNLOAD
Texture arrays - cascaded shadow maps are normally rendered using 4 cascades, where each cascade is a separate shadow map.

But right now, this limitation means that this sample only works for Direct3D on Windows.) That’s because MojoShader, which MonoGame uses to translate HLSL shaders into GLSL, can’t cope with comparison samplers or texture arrays. (Unfortunately both this feature, and texture arrays, only work for Direct3D at the moment. XNA didn’t support them, but MonoGame now does. In Direct3D, this feature was exposed through comparison samplers. Fortunately they were accepted, and so these features are both used in this sample, and are now a part of MonoGame:Ĭomparison samplers - graphics hardware has supported hardware PCF filtering for a while now. I wanted to make this sample as up-to-date as possible, so while I was working on this shadow mapping sample, I submitted a few pull requests to MonoGame.

The beauty of open source is that with MonoGame, we can fix that. These optimisations are commonly used in games nowadays, but those of us using XNA didn’t have access to them. Graphics APIs (Direct3D, OpenGL) have evolved in the last few years to include optimisations either specifically intended for shadow maps, or directly applicable to shadow maps. Hold the right mouse button to look around, and use the standard WASD keys to move around. You do lose some quality by doing that, but the trade-off is usually worth it. Stabilising the cascades means that shadows won’t shimmer as you move and rotate the camera. You can visualise the cascades with the v key, enable filtering across cascades with k, and stabilise cascades with c. The sample allows you to play with both depth bias (little b to decrement, capital B to increment) and normal offset (little o, capital O), so you can easily see the effect these have. In the sample, you can toggle the filter size using f, from 2x2 all the way up to 7x7. This technique looks pretty good, especially compared to other techniques that use a similar number of shader instructions. The only filtering option I have implemented is the PCF technique used in The Witness. The closest cascade is red, but isn’t visible in this screenshot. Here are a couple of screenshots, the first showing just the shadows, and the second showing the cascades in different colours. He did all the hard work! Go read that blog post for much more detail about the techniques demonstrated here. It is essentially a port of MJP’s shadows sample. This sample includes several of those improvements - such as stabilisation, optimised PCF filtering, and normal offset in addition to a basic depth bias. Since then, the basic algorithm has been improved in a number of ways. The closest cascade is the highest quality, but only covers a small area, and the farthest cascade is the lowest quality, and covers a large area.Ĭascaded shadow maps were first written about in 2007 (at least, Wolfgang Engel’s article in ShaderX5 was the first to use that term, I believe). Cascaded shadow maps are a variant of traditional shadow mapping, where you divide up the rendered scene into 2 or more parts, at increasing distances from the camera. Cascaded shadow maps are great for rendering outdoor scenes, such as large terrains. This is a sample I’ve been working on for MonoGame, demonstrating cascaded shadow maps. (Of course, if you’re reading this after v3.4 is released, then ignore this paragraph.) The details

HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO DOWNLOAD
Go to the MonoGame downloads page, and under the “Development Builds” heading, download the “MonoGame for Visual Studio” installer.
HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO INSTALL
HOW LARGE IS THE WINDOW SIZE OF MONOGAME VISUAL STUDIO CODE
The source code for this sample is on GitHub, but see the note in the next paragraph.
