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@@ -201,7 +201,12 @@ receive low-resolution shadows that may appear blocky.
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To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used.
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This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map.
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This allows small areas close to the viewer to have the same shadow resolution
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-as a huge, far-away area.
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+as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the
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+default shadow mode is PSSM with 4 splits. In scenarios where an object is large
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+enough to appear in all four splits, it results in increased draw calls. Specifically,
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+such an object will be rendered five times in total: once for each of the four shadow
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+splits and once for the final scene rendering. This can impact performance, understanding
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+this behavior is important for optimizing your scene and managing performance expectations.
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.. image:: img/lights_and_shadows_pssm_explained.webp
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