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Add skeleton for new shadow setting #4344
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${VFXHDRPForwardDefines} | ||
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST | ||
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH | ||
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH |
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Not sure why it looks differently indented here, can't see to get this to change locally with fork :/
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Maybe running the formatting tool can work?
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I did try but did not work :-(
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Note, we will need to update documentation as well
Will add soon |
I was wondering, shall we update now or when there will be an actual difference? As of now it'd be a bit silly to say "Very High: it is the same as High" |
good poitn, ok let's merge this one |
Adding a new shadow quality tier to allow the work for PCSS in area lights.
Also added abstraction for AREA_LIGHT_FILTERING so that it can be changed to slot in a new method.
I did test the change by running all tests locally and they are all green.
For the time being Very High and High are exactly the same (waiting for @robertcupisz PR)