Vulkan progress report #7
Mircosoft Game Dev
APRIL 30, 2020
A very common complaint when using shadowmaps in Godot is that tweaking shadow bias is extremely difficult compared to other game engines. Additionally, GLSL shaders (not Godot shaders, real GLSL 4.50+Vulkan It can't be edited in-engine, but it supports shader variants using a custom syntax.
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