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Cached Shadow Maps

Cached Shadow Maps is a unity package for caching shadow maps on unity's built in lighting system, storing them (while valid) for later use effectively reduces the number of shadows casters to be rendered each frame. This include automatic recomputation when a light source context is detected to be dirty.


Cached Shadow Maps was developed for the published first person puzzle game Lightmatter, this technology is now released to the public under Apache License 2.0


<p align="center" width="100%"> <a href="https://unity3d.com/"> <img alt="unity" src=".github/images/unity.svg" height="40" align="left"> </a> <a href="https://docs.microsoft.com/en-us/dotnet/csharp/index"> <img alt="csharp" src=".github/images/csharp.svg" height="40" align="center"> </a> </p>

Usage

Or

Or

Demo

demo

Repository Structure


<!-- ├ └ ─ │ -->
cnheider/cachedshadowmaps         # This repository
│
├── Samples                  # Sample Project
│
├── Editor                   # Editor Implementation
│
├── Runtime                 # Runtime Implementation
│
├── Documentation           # Unity Package Documentation
│
├── Gizmos                  # Icons
│
├── Tests                   # Tests
│
├── .github                 # Images and such for this README
│
├── LICENSE.md              # License file (Important but boring)
├── README.md               # The top-level README
└── TUTORIAL.md             # Very quick tutorial to get you started

Citation

For citation you may use the following bibtex entry:

@misc{cachedshadowmaps,
  author = {Heider, Christian},
  title = {Cached Shadow Maps},
  year = {2020},
  publisher = {GitHub},
  journal = {GitHub repository},
  howpublished = {\url{https://github.com/cnheider/cachedshadowmaps}},
}