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Shadow rendering differences between WebGL and Vulkan backends #8763

Answered by superdump
toolness asked this question in Q&A
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It is a limitation of WebGL2 and the way that we render point light shadows. We use cubemap textures, which contain 6 faces of a cube to provide information about where the light from the point light source can reach in the scene. WebGL2 does not support having arrays of cubemap textures so we can only support one shadow mapped point light (though still many point lights). Using other shadow mapping techniques could enable us to support more. Perhaps using shadow atlases instead for example.

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