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* Specialization constants used to disable anything not needed to draw * Added softshadow and projector support on mobile. This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand. As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first). |
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render_forward_mobile.cpp | ||
render_forward_mobile.h | ||
scene_shader_forward_mobile.cpp | ||
scene_shader_forward_mobile.h | ||
SCsub |