bevy/examples/tools
Patrick Walton 4880a231de
Implement occlusion culling for directional light shadow maps. (#17951)
Two-phase occlusion culling can be helpful for shadow maps just as it
can for a prepass, in order to reduce vertex and alpha mask fragment
shading overhead. This patch implements occlusion culling for shadow
maps from directional lights, when the `OcclusionCulling` component is
present on the entities containing the lights. Shadow maps from point
lights are deferred to a follow-up patch. Much of this patch involves
expanding the hierarchical Z-buffer to cover shadow maps in addition to
standard view depth buffers.

The `scene_viewer` example has been updated to add `OcclusionCulling` to
the directional light that it creates.

This improved the performance of the rend3 sci-fi test scene when
enabling shadows.
2025-02-21 05:56:15 +00:00
..
scene_viewer Implement occlusion culling for directional light shadow maps. (#17951) 2025-02-21 05:56:15 +00:00
gamepad_viewer.rs Revert most of #16222 and add gamepad accessors (#16425) 2024-11-19 00:00:16 +00:00