bevy/crates/bevy_pbr/src
Edgar Geier e54103fd69 Use prepass shaders for shadows (#7784)
# Objective

- Fixes #4372.

## Solution

- Use the prepass shaders for the shadow passes.
- Move `DEPTH_CLAMP_ORTHO` from `ShadowPipelineKey` to `MeshPipelineKey` and the associated clamp operation from `depth.wgsl` to `prepass.wgsl`.
- Remove `depth.wgsl` .
- Replace `ShadowPipeline` with `ShadowSamplers`.

Instead of running the custom `ShadowPipeline` we run the `PrepassPipeline` with the `DEPTH_PREPASS` flag and additionally the `DEPTH_CLAMP_ORTHO` flag for directional lights as well as the `ALPHA_MASK` flag for materials that use `AlphaMode::Mask(_)`.
2023-03-02 08:21:21 +00:00
..
environment_map Fix some more typos (#7767) 2023-02-20 23:36:28 +00:00
prepass Use prepass shaders for shadows (#7784) 2023-03-02 08:21:21 +00:00
render Use prepass shaders for shadows (#7784) 2023-03-02 08:21:21 +00:00
alpha.rs Standard Material Blend Modes (#6644) 2023-01-21 21:46:53 +00:00
bundle.rs Cascaded shadow maps. (#7064) 2023-01-25 12:35:39 +00:00
fog.rs Add Distance and Atmospheric Fog support (#6412) 2023-01-29 15:28:56 +00:00
lib.rs Use prepass shaders for shadows (#7784) 2023-03-02 08:21:21 +00:00
light.rs Add orthographic camera support back to directional shadows (#7796) 2023-03-02 08:04:46 +00:00
material.rs Use prepass shaders for shadows (#7784) 2023-03-02 08:21:21 +00:00
pbr_material.rs Change standard material defaults and update docs (#7664) 2023-02-14 07:43:19 +00:00
wireframe.rs Migrate engine to Schedule v3 (#7267) 2023-02-06 02:04:50 +00:00