Hi, I’m Luoshuang. Just now I have finished DFIS for UE4. This idea is derived from Capsule Shadows directly, it extracts light direction information from indirect lighting cache, and generate indirect shadows by cone-tracing against distance fields.
- Currently tiled-culling is not implemented, so performance may be an issue.
- This technique shares the same drawback with RTDF: the umbra will always larger than what it should be (“over-occlusion”), So it will not always outperform Capsule Shadows.
Before enabling DFIS:
After: (all the objects have “movable” mobility)