Recorded through a NVIDIA GeForce GTX 285.
This test emulates a movie-like horror adventure scene and showcases CSM with dynamic long, soft shadows for a striking daytime to night-time transition. As the sun sets, shadows dynamically increase in length for a very realistic effect. For the snow storm, heterogeneous fog and particles with an added diffuse cube map are used. A simple atmospheric light scattering algorithm is used for the sky. A Blinn-Phong shader with two normal maps, one color map and subsurface scattering is used for the snow material. Metallic and other surfaces use the Strauss shading model. One directional light casting CSM recreates the sunlight. By blending a pair of cube-maps, (one diffuse, the other specular) an ambient effect is created.
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