Shadows
Implemented
This feature has been implemented. See the Shadows feature page for usage documentation.
Shadow mapping for all light types with configurable resolution and soft filtering.
What Was Implemented
- Depth-only render pass from light perspective (directional, spot, point)
- Shadow map textures (2D for directional/spot, cubemap for point)
- Shadow sampling in the main fragment shader with depth comparison
- PCF soft shadow filtering (5x5 for directional/spot, 20-sample disk for point)
- Configurable shadow resolution, bias, and projection bounds from C#
- Max 4 directional/spot shadow casters + 2 point shadow casters