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WebGPURenderer: Add PCFShadowMap
support.
#28926
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37edb51
WebGPURenderer: Add `PCFShadowMap` support.
Mugen87 bc032e2
E2E: Update screenshots.
Mugen87 6899412
AnalyticLightNode: Revert cache key change.
Mugen87 be1bd9f
AnalyticLightNode: Fix `object.receiveShadow` toggle.
Mugen87 bb37e51
Revert "AnalyticLightNode: Fix `object.receiveShadow` toggle."
Mugen87 7964704
toggle dynamic object.receiveShadow
sunag 2be975c
RenderObject: Rename getNodesCacheKey -> getDynamicCacheKey()
sunag e79fe5a
revision
sunag d35d4a4
added support to filter node
sunag 06e247f
Update AnalyticLightNode.js
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I'm not sure about the root cause yet but lights with
WebGPURenderer
seems to need a shadow bias more often. I suspect this is related to the shadow compare operation which is different compared toWebGLRenderer
. The previous approach usedMeshDepthMaterial
with RGBA packing, the new approach uses a depth texture attachment.Changing the depth texture type to
THREE.FloatType
did not help.