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# Objective Allow shadow mapping to be enabled/disabled per-light. ## Solution - NOTE: This PR is on top of https://github.com/bevyengine/bevy/pull/3072 - Add `shadows_enabled` boolean property to `PointLight` and `DirectionalLight` components. - Do not update the frusta for the light if shadows are disabled. - Do not check for visible entities for the light if shadows are disabled. - Do not fetch shadows for lights with shadows disabled. - I reworked a few types for clarity: `ViewLight` -> `ShadowView`, the bulk of `ViewLights` members -> `ViewShadowBindings`, the entities Vec in `ViewLights` -> `ViewLightEntities`, the uniform offset in `ViewLights` for `GpuLights` -> `ViewLightsUniformOffset` Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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bevy_core_pipeline | ||
bevy_gltf2 | ||
bevy_pbr2 | ||
bevy_render2 | ||
bevy_sprite2 |