![]() 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. |
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src | ||
Cargo.toml | ||
LICENSE-APACHE | ||
LICENSE-MIT | ||
README.md |