Pre-baked shadow maps #16510
Unanswered
Adrian-Samoticha
asked this question in
Q&A
Replies: 1 comment 1 reply
-
I think this would be really easy to implement for point and spot lights, directional lights basically follow the camera around so something more complex would be needed in that case. |
Beta Was this translation helpful? Give feedback.
1 reply
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hi all,
I’ve been trying to develop a voxel engine (in Godot, but I’m considering moving to Bevy) and noticed that about half of my frame time was dedicated to rendering shadows. Considering the significant performance impact along with the fact that my environments were mostly static, I was wondering if pre-baked shadow maps would provide a solution.
Conceptually, pre-rendered shadows appear quite simple to implement—you simply render the shadow map once and then re-use it for subsequent frames. However, it appears that you cannot prevent Bevy from updating its shadow maps every frame.
Is there something I missed, or do I need to implement my own shadow rendering system to achieve something like this?
Beta Was this translation helpful? Give feedback.
All reactions