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Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
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@@ -551,7 +551,7 @@ public:
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BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
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BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
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BIND2(viewport_set_shadow_atlas_size, RID, int)
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BIND3(viewport_set_shadow_atlas_size, RID, int, bool)
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BIND3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
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BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
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BIND2(viewport_set_msaa, RID, ViewportMSAA)
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@@ -572,7 +572,7 @@ public:
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//from now on, calls forwarded to this singleton
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#define BINDBASE RSG::scene
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BIND1(directional_shadow_atlas_set_size, int)
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BIND2(directional_shadow_atlas_set_size, int, bool)
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BIND1(gi_probe_set_quality, GIProbeQuality)
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/* SKY API */
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