How to use shadow map in QUAT pass?


I’m studying volumetric lighting, and I want to make it a post process.

As post processes are implemented by QUAT passes, when writing the GLSL shader, I find that the shadow map does not work, but it works in all sorts of scene paths.

How can I use shadow map in a QUAT pass?


The shadow map is specific to a light, and QUAD commands (or any renderpath commands in general) can’t refer to a light. If shadow map reuse is enabled (default), the shadow map won’t even exist after rendering a certain light, as it may have been overwritten by another light’s map. You’ll need to look at engine changes / custom C++ code to accomplish this.

Find it, View.cpp —> ExecuteRenderPathCommands() function, the QUAT command does not bind texture for shadow map.