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Place percentage-closer soft shadows behind a feature gate to save on samplers. (bevyengine#16068)
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closesbevyengine#15345.
Closesbevyengine#15525.
Closesbevyengine#15821.
---------
Co-authored-by: Carter Anderson <[email protected]>
Co-authored-by: IceSentry <[email protected]>
# Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
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pbr_pcss = ["bevy_internal/pbr_pcss"]
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# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
Copy file name to clipboardExpand all lines: docs/cargo_features.md
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@@ -83,6 +83,7 @@ The default feature set enables most of the expected features of a game engine,
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|mp3|MP3 audio format support|
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|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
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|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
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|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
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