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Add transparency support for LightmapGI Currently when baking lightmaps users have to choose between transparent objects casting shadows as if they were fully opaque, or not casting shadows at all. This has been a major limitation in both the quality of lightmap baking and the ergonomics of the lightmap baking workflow.
Additional benefits include: NVIDIA Image Sharpening with a spatial upscaler and sharpening algorithm for non-RTX GPUs for cross-platform support. It uses ray tracing to provide infinite bounce in indirect lighting, without the need to bake lighting or create multiple light setups for scenes.
x ), which provides us with more reliable cross-platform implementations than the ones we had so far. This should help fix some issues which could affect specific platforms, as well as improve overall reliability and performance. Estébanez ( RandomShaper ) backported his modernization of multi-threading APIs to the 3.x
Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain). This allows beautiful mixing between baked and real-time. Perform Subsurface Scattering.
In an attempt to make content more scalable, PVE design borrowed a page from PVP and the team built new PVE modes as rule-sets that could be applied to any map by a game designer through simple tooling vs. baked in-experiences on custom maps.
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