Terrain rendering (avoid dbl shadow, num detail textures)

I think I’ve just found a workaround:

For outdoor daylight, I could try to pass “in pixel shadow”-areas as emissive, so that they won’t be additionally affected by sunlight shadow.

That’ll probably be good enough for me, yet. Then such areas also couldn’t profit from AO+indirect light calculations from the engine, but maybe this would be acceptable given the small expected area-percentage of “in pixel shadow”. If shadows get longer, it might already be time to move away from emissive fractions.