Tag Archives: shader

Light Shafts + Tone Mapping

Greetings strangers! This time I will show you a simple approach to an effect that will help our renderer to have a more “artistic” look: the light shafts, also known as god-rays. Needless to say that the source code + assets are … Continue reading

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XNA 4.0 Light Pre-Pass: shedding the light

After my last post, I decided to continue with the z-reconstruct approach and to use light-meshes where possible. I’ve implemented two more light types: directional and spot. You can get the source code here. Here is a screenshot of the … Continue reading

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