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การเข้าถึงหน้านี้ต้องได้รับการอนุญาต คุณสามารถลองเปลี่ยนไดเรกทอรีได้
This walkthrough demonstrates how to render shadow volumes using depth maps, using Direct3D 11 on devices of all Direct3D feature levels.
Topic | Description |
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Learn how to create the Direct3D device resources necessary to support depth testing for shadow volumes. |
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Render from the point of view of the light to create a two-dimensional depth map representing the shadow volume. |
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Create a shadow effect by adding depth testing to your vertex (or geometry) shader and your pixel shader. |
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Render higher-fidelity shadows on faster devices and faster shadows on less powerful devices. |
Shadow mapping application to Direct3D 9 desktop porting
Windows 8 adde d depth comparison functionality to feature level 9_1 and 9_3. Now you can migrate rendering code with shadow volumes to DirectX 11, and the Direct3D 11 renderer will be downlevel compatible with feature level 9 devices. This walkthrough shows how any Direct3D 11 app or game can implement traditional shadow volumes using depth testing. The code covers the following process:
- Creating Direct3D device resources for shadow mapping.
- Adding a rendering pass to create the depth map.
- Adding depth testing to the main rendering pass.
- Implementing the necessary shader code.
- Options for fast rendering on downlevel hardware.
Upon completing this walkthrough, you should be familiar with how to implement a basic compatible shadow volume technique in Direct3D 11 that's compatible with feature level 9_1 and above.
Prerequisites
You should Prepare your dev environment for Universal Windows Platform (UWP) DirectX game development. You don't need a template yet, but you'll need Microsoft Visual Studio 2015 to build the code sample for this walkthrough.
Related topics
Direct3D
Shadow mapping technical articles