Refactor shadows rendering to use Shadow Map Atlas

This commit is contained in:
Wojtek Figat
2024-04-04 12:54:07 +02:00
parent 017def29d4
commit 61323f8526
31 changed files with 1115 additions and 1826 deletions

View File

@@ -399,12 +399,6 @@ void ParticleEmitterGraphCPUExecutor::Draw(ParticleEmitter* emitter, ParticleEff
lightData.ShadowsSharpness = 1.0f;
lightData.UseInverseSquaredFalloff = false;
lightData.VolumetricScatteringIntensity = 1.0f;
lightData.CastVolumetricShadow = false;
lightData.RenderedVolumetricFog = 0;
lightData.ShadowsMode = ShadowsCastingMode::None;
lightData.SourceRadius = 0.0f;
lightData.SourceLength = 0.0f;
lightData.IESTexture = nullptr;
for (int32 particleIndex = 0; particleIndex < count; particleIndex++)
{