diff --git a/Source/Engine/Renderer/ShadowsPass.cpp b/Source/Engine/Renderer/ShadowsPass.cpp index 937cd9e99..a4c69c8af 100644 --- a/Source/Engine/Renderer/ShadowsPass.cpp +++ b/Source/Engine/Renderer/ShadowsPass.cpp @@ -83,6 +83,7 @@ bool ShadowsPass::Init() // Select format for shadow maps _shadowMapFormat = PixelFormat::Unknown; +#if !PLATFORM_SWITCH // TODO: fix shadows performance issue on Switch for (const PixelFormat format : { PixelFormat::D16_UNorm, PixelFormat::D24_UNorm_S8_UInt, PixelFormat::D32_Float }) { const auto formatTexture = PixelFormatExtensions::FindShaderResourceFormat(format, false); @@ -95,6 +96,7 @@ bool ShadowsPass::Init() break; } } +#endif if (_shadowMapFormat == PixelFormat::Unknown) LOG(Warning, "GPU doesn't support shadows rendering"); @@ -229,6 +231,9 @@ void ShadowsPass::SetupLight(RenderContext& renderContext, RenderContextBatch& r #if USE_EDITOR if (IsRunningRadiancePass) blendCSM = false; +#elif PLATFORM_SWITCH || PLATFORM_IOS || PLATFORM_ANDROID + // Disable cascades blending on low-end platforms + blendCSM = false; #endif // Views with orthographic cameras cannot use cascades, we force it to 1 shadow map here