Fix artifacts due to light shape culling and use depth test to improve perf
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@@ -21,7 +21,9 @@ private:
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GPUPipelineState* _psDepthCopy = nullptr;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowDir;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPoint;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowPointInside;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpot;
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GPUPipelineStatePermutationsPs<static_cast<int32>(Quality::MAX) * 2> _psShadowSpotInside;
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PixelFormat _shadowMapFormat; // Cached on initialization
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public:
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