Cascaded Shadow Maps performance

when i use csm as shadowGenerator,the draw call will increase when numCascades increase.can we use subfrustum culling mesh to reduce draw call?

You are totally right, there is currently not culling/clipping done on shadow generator per cascade or lights. Unfortunately in JS we are so bound on CPU side most of the time than extra GPU time is usually favored to prevent frame lost on the main and only thread.

@Evgeni_Popov could confirm ?

Hello @woniubushiniu just checking in, was your question answered?

yes,i resolved it

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