Original Post
Hey, I have a simple question. If I use directional or spot light shadow maps, how can I prevent the scene out of the light boundaries , or out of the light frustum boundaries to remain intact from lighting. I'm getting the rest of the scene that is not lit directly by the spot light like it is in shadow. Well, that's OK , but I'm using directional lights using same method and the rest of the scene, that fall outside the light-view frustum should be filly lit with no shadows. Here's a simple picture. I wanna get rid gradually of the dark area in the corner.
Right now, I'm using things like ShadowTerm = 1.0f -IN.TexCoord.y ;; and ShadowTerm += abs((IN.TexCoord.y / 2.0f) - 1.0f) ; To fade the corners of the shadow map, but this affects the "shadow darkness" across the scene, and I don't want that. How you go about fading the shadows to no-shadows on the shadow map corners ?
Right now, I'm using things like ShadowTerm = 1.0f -IN.TexCoord.y ;; and ShadowTerm += abs((IN.TexCoord.y / 2.0f) - 1.0f) ; To fade the corners of the shadow map, but this affects the "shadow darkness" across the scene, and I don't want that. How you go about fading the shadows to no-shadows on the shadow map corners ?