Shadows

The SpeedTree SDK includes a sample shadow system to detail how our classes and shaders might interact with a typical cascaded shadow map system. The sample depth-only shaders included with the reference application use the same vertex declarations as the lit/deferred shaders.

Forward rendering

Our example forward rendering shadow system is in place to do the following:

Our sample shadow system can be decoupled from the shaders very easily and we expect this will happen in every SpeedTree/engine integration.

Deferred rendering

The only way the SpeedTree pipeline and SDK can assist with shadows in a deferred system is by generating appropriate shadow-casting shaders. The rest of the shadow system is independent of the shaders generated by the SpeedTree pipeline.