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Caching Far Shadows From Movable Directional Light

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    Caching Far Shadows From Movable Directional Light

    Hi, I have a large level and I want to cache my far distance shadows to decrease shadow cost. It means shadows at far distance will not be computed every frame, just computed once when character close enough. It is available with some other engines but I couldn't do it in Unreal. Is it possible to do that in Unreal? I tried Ray Traced Distance Field Shadows but it always adds extra unignorable cost. Reference:
    Last edited by MASSIVE Can; 08-09-2018, 10:41 AM.

    It is not implemented in UE4 and You would need to do it yourself.
    Depending on circumstances, having far shadow by raymarching through terrain height field directly might be preferable, but that is not readily available either.