Co-authored-by: Robert Swain <robert.swain@gmail.com> # Objective Implements cascaded shadow maps for directional lights, which produces better quality shadows without needing excessively large shadow maps. Fixes #3629 Before  After  ## Solution Rather than rendering a single shadow map for directional light, the view frustum is divided into a series of cascades, each of which gets its own shadow map. The correct cascade is then sampled for shadow determination. --- ## Changelog Directional lights now use cascaded shadow maps for improved shadow quality. ## Migration Guide You no longer have to manually specify a `shadow_projection` for a directional light, and these settings should be removed. If customization of how cascaded shadow maps work is desired, modify the `CascadeShadowConfig` component instead. |
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| .. | ||
| bloom | ||
| core_2d | ||
| core_3d | ||
| fullscreen_vertex_shader | ||
| fxaa | ||
| prepass | ||
| tonemapping | ||
| upscaling | ||
| clear_color.rs | ||
| lib.rs | ||