A downloadable Engine Modification

Better documentation coming soon, this is an open beta release. Any software is provided as-is. 

How to use:

- Enable realtime shadows in the coppercube editor

- Set the shadow backface bias to 0.1

- Ensure shadow detail factor is set to 0.05 or lower. Adjusting the shadow detail factor has no bearing on performance because ShadowEngine v3 always renders the near map at 3072x3072 and the far map at 2048x2048. Personally, I leave it at 0.05 so I can still see shadows in the editor. But 0.01 is technically the best result. 

- In CopperCube Professional or Studio edition, ensure your target is Windows, the 3D video driver is DirectX, and set the "custom windows binary" to win32player.exe.

- Once your game is exported from the coppercube editor, it will have the enhanced shadows automatically.

License:

- This custom binary is licensed under CC-BY-4.0 license. You can use it for personal, educational, or commercial purposes but attribution is legally required. This attribution must be given alongside your other credits:

"Lighting Engine modifications by Hayden Strauss of studioREWIRED.

https://studiorewired.com"

Download

Download
studioREWIRED ccShadowEngine v3.zip 1.8 MB

Install instructions

view the bundled readme.txt file.

Comments

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Thank you for this,  performance wise, how is it?

It depends on your target hardware. In my testing, ShadowEngine v3 runs a little faster than the stock CopperCube realtime shadows. That's mostly due to heavily reduced CPU usage, as ShadowEngine doesn't parse all visible scene nodes each frame like the stock behavior did. Additionally, ShadowEngine v3 required I partially ported CopperCube to Pixel Shader 3.0, which improves performance too. 

However, I'm developing this on a dual RTX 3090 workstation with Ryzen 7950X CPU. In my testing on a much older system (Intel i5 7500T with integrated graphics), performance was marginally worse than the original shadow implementation. On that system, my test scene with 600,000 polygons ran at 27fps with ShadowSystem v3, and 29fps with default shadows. The limitation will ultimately be GPU memory bandwidth due to the much heavier PCF-filtered shader. 

Oh ok :)