I need to render shadows for level lights with a cubemap. My shader makes use of view area for lighting (directinal and level). So I convert ligthposW/lightfocusW in world area to ligthposV/lightfocusV in view area by doing ligthposW x View and lightfocusW x view. ligthposV-lightfocusV provides me the course of sunshine and course of pointlight to pixel in view area that I exploit for doting to normals in view area. Works positive.
I’ve difficulties to make use of the identical concept for shadowcube mapping in view area. The thought is to make use of the identical mild to pixel course calculated in viewspace to avoid wasting directions.
At present I am falling again to world area for level lights shadows.
Consequently the shadowcube is stuffed with depth of object in world area (World x LightViewProj)
so the purpose is to do ShadowCubeMap.Pattern(level, course in view area).r.