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