Removes the candle glow and embers XD config inis because they are way too unoptimized and alternatives exist. I thought we removed these already so I'm not sure why they came back.
Contact shadows are simplified; they use at most only 4 samples and very quickly fade out with distance (which also solves the striping issue). First person torch shadows were removed because they were expensive, did not consistently look good, and complicated lighting code.
PI useage was removed because it there was no reason for it to be there.
EnableGlobalLights was replaced with the InWorld flag which was modified to match it.
Water shadows are now designed to be faster, particularly when using extra features.
Water SSR is also improved to work in the distance,
Transparent lighting shaders now have support for directional shadows.
Shared shadowing functions are added.
Removed contact shadows from grass because it has such little impact and just makes performance worse in forests.
Removes the candle glow and embers XD config inis because they are way too unoptimized and alternatives exist. I thought we removed these already so I'm not sure why they came back.
Contact shadows are simplified; they use at most only 4 samples and very quickly fade out with distance (which also solves the striping issue). First person torch shadows were removed because they were expensive, did not consistently look good, and complicated lighting code.
PI useage was removed because it there was no reason for it to be there.
EnableGlobalLights was replaced with the InWorld flag which was modified to match it.
Water shadows are now designed to be faster, particularly when using extra features. Water SSR is also improved to work in the distance,
Transparent lighting shaders now have support for directional shadows.
Shared shadowing functions are added.
Removed contact shadows from grass because it has such little impact and just makes performance worse in forests.