branchrust_reboot/main/shadow_map_cachingcancel
21 Commits over 31 Days - 0.03cph!
An attempt at encoding the shadow caching flag into the light's shadow strength while maintaining the shadow strength value
Fixed an issue with toggling shadow caching that would cause lights to attempt to use shadow caching when they weren't in the active lights list
Fixed the issue with the near plane being incorrect for the spot light again, and fixed some issues with trying to get an instance from the render texture pool when there are none available
Fixed the interleaved shadow map caching when variable framerate refreshing is enabled and fixed an issue with setting the correct shadow near plane values for lights
Fixed the issue with not being able to get the near plane for cached spot light shadows
Fixed the variance shadow map filtering for cached shadows
Converted the min and max framerate settings for cached shadows to convars as they shouldn't be set per light
Added render texture pooling for active light shadow map caching and added an option to the experimental menu section for toggling shadow caching
Handled disabling the shadow caching convar when exiting play mode and changed default light cookie textures to be loaded via resources instead of being serialized on LightLOD components
Added support for interleaved cached shadow rendering and added a new set of convars for controlling shadow caching settings
Added support for variable frame rate shadows based on distance from the light to the camera
Shadow caching now works with spot lights
Added the default light cookie for spot lights and a white cubemap for point lights that don't have a light cookie assigned
Added support for custom light cookies when shadow caching is enabled
Started adding support for cached spot light shadows
Added a ConVar and a multi-compile for toggling cached shadow maps
Initial shadow map caching setup