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Co-authored-by: Robert Swain <robert.swain@gmail.com> # Objective Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps. Fixes #3629 Before ![image](https://user-images.githubusercontent.com/1222141/210061203-bbd965a4-8d11-4cec-9a88-67fc59d0819f.png) After ![image](https://user-images.githubusercontent.com/1222141/210061334-2ff15334-e6d7-4a31-9314-f34a7805cac6.png) ## Solution Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination. --- ## Changelog Directional lights now use cascaded shadow maps for improved shadow quality. ## Migration Guide You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead. |
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.. | ||
3d_scene.rs | ||
3d_shapes.rs | ||
blend_modes.rs | ||
bloom.rs | ||
fxaa.rs | ||
lighting.rs | ||
lines.rs | ||
load_gltf.rs | ||
msaa.rs | ||
orthographic.rs | ||
parenting.rs | ||
pbr.rs | ||
render_to_texture.rs | ||
shadow_biases.rs | ||
shadow_caster_receiver.rs | ||
skybox.rs | ||
spherical_area_lights.rs | ||
split_screen.rs | ||
spotlight.rs | ||
texture.rs | ||
transparency_3d.rs | ||
two_passes.rs | ||
update_gltf_scene.rs | ||
vertex_colors.rs | ||
wireframe.rs |