Lumberyard
Legacy Reference

Placing Cached Shadows

Flow Graph is deprecated and will be removed in a future version of Lumberyard. Learn about Script Canvas, Lumberyard's new visual scripting environment.

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn about the latest features, see the Amazon Lumberyard User Guide.

Cached shadows display shadow properties for an entire scene. It replaces the shadow cascades that appear farthest from the viewer and reduces the number of shadow draw calls per frame.

Note

To eliminate visible artifacts when time of day is updated or in scenes that have huge objects casting shadows in the distance, we recommend turning off cached shadows.

To specify placement of cached shadows, use the Flow Graph Editor. Before you trigger an update, compile all of your shaders to ensure that all objects are rendered into the cached shadows.

Use Environment:RecomputeStaticShadows for cached shadows. This node takes the minimum and maximum positions of the world space bounding area, and triggers the re-rendering of the cached shadows.

Recommended Settings

r_ShadowsCache

Default value: 4

Bounding area: 1000 x 1000 meters (recommended maximum, X/Y direction) and as small a range as possible (Z direction)

r_ShadowsCache

Replaces all sun cascades above the specified console variable (cvar) value with cached shadows.

Valid values: 0=no cached shadows | 1=replace first cascade and up | 2=replace second cascade and up | etc.

r_ShadowsStaticMapResolution

The resolution of the cached shadows. The cached shadows for mobile platforms has 16 bit precision and consumes 8 MB of video memory. The cached shadows for other platforms has 16 bit precision and consumes 128 MB of video memory.

Default value: 2048 (mobile platforms), 8192 (other platforms)

e_ShadowsStaticMapUpdate

Triggers update of the cached shadows.

Valid values: 0=no update | 1=one update | 2=continuous updates

e_ShadowsStaticObjectLod

The level of detail (LOD) used for rendering objects into the cached shadows.