Merge pull request #8723 from jsjtxietian/patch-2

Update lights_and_shadows.rst to mention the increased drawcall by enabling shadow
This commit is contained in:
Max Hilbrunner
2024-01-25 10:01:06 +01:00
committed by Max Hilbrunner
parent 0c85f5d522
commit 0fcd280d75
+6 -1
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@@ -201,7 +201,12 @@ receive low-resolution shadows that may appear blocky.
To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
This allows small areas close to the viewer to have the same shadow resolution
as a huge, far-away area.
as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
default shadow mode is PSSM with 4 splits. In scenarios where an object is large
enough to appear in all four splits, it results in increased draw calls. Specifically,
such an object will be rendered five times in total: once for each of the four shadow
splits and once for the final scene rendering. This can impact performance, understanding
this behavior is important for optimizing your scene and managing performance expectations.
.. image:: img/lights_and_shadows_pssm_explained.webp