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@gonnavis gonnavis commented Jun 5, 2021

@gonnavis
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gonnavis commented Jun 6, 2021

Another branch that trying to use MeshBasicMaterial and pure screen-space-lighting-and-shadowing.

Demo: https://raw.githack.com/gonnavis/three.js/SSLightPass/examples/webgl_postprocessing_ssshadow.html
image

@lyonsno
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lyonsno commented Nov 3, 2021

Hey @gonnavis, this is a cool technique, are you still working on it? Is there any way I could contribute?

@gonnavis
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gonnavis commented Nov 5, 2021

Hello @lyonsno, currently it lacks a lot of feature, such as:

  1. Selective: Like which already implemented in SSRPass and SSRrPass.
  2. Blur shadow: Especially for hide screen-space flaws at shadow's edge.
  3. More light types: Such as DirectionalLight.
  4. Compatible with lights parameters which already in THREE.js, prevent create new lights.
  5. PBR, MRT, and so on.

But recently I may have not enough time and ability to do all these.
If you interested in, feel free to keep developing and make new PRs, very welcome!


};

var SSShadowDepthShader = {
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@lyonsno lyonsno Mar 9, 2022

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Why is this declared using var?

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@gonnavis gonnavis Mar 9, 2022

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It's copy-pasted from old SSRShader.js, should be ok with let const.

@mrdoob mrdoob added this to the r??? milestone Mar 9, 2022
@andreasrosdal
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SSShadowPass looks amazing, I would like to use this in Fciv.net to implement shadows. I therefore hope this could be merged and included in the next Three.js release please.

https://github.com/fciv-net/fciv-net
https://www.fciv.net

@gonnavis
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gonnavis commented Jul 12, 2022

@andreasrosdal Thanks! I'll try to ship a basic version first.

@Mugen87
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Mugen87 commented Oct 14, 2025

Closing in favor of #32050.

@Mugen87 Mugen87 closed this Oct 14, 2025
@Mugen87 Mugen87 modified the milestones: r???, r181 Oct 14, 2025
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5 participants