The ShadowFX library provides a scalable and GCN-optimized solution for deferred shadow filtering. Currently the library supports uniform and contact hardening shadow (CHS) kernels.
The library supports a range of different options:
- Shadow map packing into an atlas or a texture array
- Processing up to 6 shadow maps for a union of lights, cascaded light, or a cube light
- Poisson-distributed and regular sampling patterns
Release Notes
Version 2.0 of the library now supports both DirectX® 11 and DirectX® 12. The ShadowFX API is unified across D3D11 and D3D12, allowing an easy transition to D3D12. Samples are provided for both D3D11 and D3D12 versions.
Prerequisites for DirectX 11
- AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
- Or other DirectX® 11 compatible discrete GPU with Shader Model 5 support
- 64-bit Windows® 7 (SP1 with the Platform Update), Windows® 8.1, or Windows® 10
- Microsoft Visual C++® 2013 Redistributable to run the binary (ShadowFX11_Sample_v2.0.0_binary.zip)
- See
redist
for installer, if needed
- See
- Visual Studio® 2012, Visual Studio® 2013, or Visual Studio® 2015 to build from source
- Visual Studio is not needed if you just want to run the binary (ShadowFX11_Sample_v2.0.0_binary.zip)
Prerequisites for DirectX 12
- AMD Radeon™ GCN-based GPU (HD 7000 series or newer)
- Or other DirectX® 12 compatible discrete GPU with Shader Model 5 support
- 64-bit Windows® 10
- Microsoft Visual C++® 2015 Redistributable to run the binary (ShadowFX12_Sample_v2.0.0_binary.zip)
- See
redist
for installer, if needed
- See
- Visual Studio® 2015 to build from source
- Visual Studio is not needed if you just want to run the binary (ShadowFX12_Sample_v2.0.0_binary.zip)