shadowMapFastNoise

@three-blocks/coreWebGPUWebGL
shadowMapFastNoise(params : Object) : Node<float>

Fast shadow map filtering using spatial noise and Poisson disk sampling.

Algorithm

  • Generates 2 Poisson disk samples per fragment
  • Uses world-position-based noise to rotate sample pattern
  • Reduces banding artifacts with minimal performance cost
  • Provides softer shadow edges than standard PCF

Usage

Performance

  • Only 2 shadow map samples per fragment (vs 4-16 for standard PCF)
  • Noise rotation provides perceptual quality of more samples
  • Suitable for real-time applications
Parameters
paramsObject
Shadow sampling parameters.
  • depthTextureNode<Texture>
    Shadow depth texture.
  • shadowCoordNode<vec4>
    Projected shadow coordinates.
  • shadowObject
    Shadow reference object containing mapSize.
Returns
Node<float> — Shadow factor in [0..1] (0=fully shadowed, 1=fully lit).
Example
import { shadowMapFastNoise } from '@three-blocks/core';

const dirLight = new THREE.DirectionalLight(0xffffff, 1);
dirLight.castShadow = true;
dirLight.shadow.filterNode = shadowMapFastNoise;