- Home /
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
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
Your answer
Follow this Question
Related Questions
How to access shadow map depth values? 0 Answers
How to correctly sample a shadow map from a render texture? 1 Answer
Having problems with unlit shaders casting shadows 0 Answers
Tinted multiply shader? 0 Answers
Shaders not working 3 Answers