在做点光源阴影的时候,渲染cubemap,要有一个field of view bias。
这是啥东西?
https://catlikecoding.com/unity/tutorials/custom-srp/point-and-spot-shadows/
there is always a discontinuity between faces of a cube map, because the orientation of the texture plane suddenly changes 90度.
但是平常的立方体采样贴图,不会有问题,原因是自动做了插值。
regular cubemap sampling can hide this somewhat because it can interpolate between faces.
可是我们的有问题,因为我们只采样一个点的值
but we are sampling from a single tile per fragment.
解决方法——适当增加fov的大小
we can reduce these artifacts by increasing the filed of view ——FOV for short a little when rendering shadows.
so we never sample beyond the edge of a tile.
we do that by making our tile size is a bit larger than 2 at distance 1 from the light.