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Question by BilboX · Oct 18, 2013 at 11:51 AM · shadersshadowshadowmap

Shadow Maps - prevent updates

Hi. Even with intense googling, I can't find an answer.

My problem is that I have a scene almost static. However, I have a lot of lights (can be up to 100) which, even if they don't move, can be turned on and off. Thus, Unity "lightmapping" is quite problematic.

My idea was to use "standard" shadowmapping, BUT ONLY PRECOMPUTED, a.k.a. built the first time only (i am assuming here that the bigger cost of shadow mapping is rendering shadow maps, please, tell me if I am wrong).

So, is there a way to disable shadow maps "update" but still using it in surface shaders?

BR, BilboX

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avatar image Benproductions1 · Oct 19, 2013 at 10:22 AM 0
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This is possible to accomplish as long as you rewrite the rendering pipeline using OpenGL functions ;)

Short answer is no, but I'm sure someone can give a better explanation

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