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This improves rendering performance noticeably, especially when the camera moves fast. On a medium-sized test scene on a GTX 1080 in 2560×1440, going from 6 to cascades saves 0.5 ms of frame time while looking visually identical (as most of the scene fits within the 4 cascades). |
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.. | ||
forward_clustered | ||
forward_mobile | ||
shaders | ||
cluster_builder_rd.cpp | ||
cluster_builder_rd.h | ||
effects_rd.cpp | ||
effects_rd.h | ||
pipeline_cache_rd.cpp | ||
pipeline_cache_rd.h | ||
renderer_canvas_render_rd.cpp | ||
renderer_canvas_render_rd.h | ||
renderer_compositor_rd.cpp | ||
renderer_compositor_rd.h | ||
renderer_scene_environment_rd.cpp | ||
renderer_scene_environment_rd.h | ||
renderer_scene_gi_rd.cpp | ||
renderer_scene_gi_rd.h | ||
renderer_scene_render_rd.cpp | ||
renderer_scene_render_rd.h | ||
renderer_scene_sky_rd.cpp | ||
renderer_scene_sky_rd.h | ||
renderer_storage_rd.cpp | ||
renderer_storage_rd.h | ||
SCsub | ||
shader_rd.cpp | ||
shader_rd.h |