Tweak shadows rendering

This commit is contained in:
Wojtek Figat
2024-02-02 14:54:50 +01:00
parent 8488a8d387
commit 7d4004a42a

View File

@@ -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