Lighting and Shading
Directional Lights
Uniform infinite light source simulation mimicking large-scale lighting scenarios like natural sunlight.
Simulating infinite parallel light rays to replicate natural sunlight defines the large-scale atmospheric rendering of SCORE XR. By representing light sources that are infinitely distant, the engine illuminates all scene objects uniformly from a single direction. This directional light model establishes consistent shadows and specular highlights across expansive outdoor environments.
Orthographic Cascaded Shadows
Bakes shadows using an orthographic projection matrix to prevent perspective distortion, dividing the camera frustum into cascades to maintain shadow crispness across vast distances.
Angular Sun Disc Specification
Models the sun as a circular area light with configurable angular sizes between 0.25° and 20.0°, generating soft specular highlights and natural daylight reflections.
Dynamic Solar Altitude Tracking
Allows the solar vector to be updated dynamically based on real-world time or user inputs, morphing shadow lengths and sky colors to simulate realistic day-night cycles.
Infinite parallel rays ground expansive open-world coordinates in a unified atmospheric time of day. This mathematical sun model casts consistent, parallel shadows that establish a cohesive spatial frame across large-scale WebXR environments.
How does SCORE XR simulate natural sunlight for large-scale atmospheric rendering?
SCORE XR simulates natural sunlight by representing light sources as infinitely distant, projecting infinite parallel light rays that illuminate all scene objects uniformly from a single direction.
What is the purpose of the orthographic cascaded shadows in SCORE XR?
How does the Angular Sun Disc Specification contribute to realistic lighting in SCORE XR?
What functionality does Dynamic Solar Altitude Tracking provide in SCORE XR?
How does the mathematical sun model in SCORE XR benefit large-scale WebXR environments?
What is the range of configurable angular sizes for the sun disc in SCORE XR?
How does SCORE XR ensure consistent shadows and specular highlights in outdoor environments?
What is the core principle behind SCORE XR's large-scale atmospheric rendering?
How does SCORE XR prevent perspective distortion in its shadow rendering?
What is the effect of the directional light model on scene objects in SCORE XR?