Let the trees cast shadows #80
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elsie/liuverse#80
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The shadow pass records only
scene.buildingsand is rebuilt only when thelight direction changes. ARCHITECTURE.md is explicit: buildings cast; ground,
trees, decor and bodies receive.
The forest is the largest thing on campus, and it floats. Tree contact shadows
are the cheapest depth cue the scene is currently missing; the screenshots of the
campus from above show a green field with trees pasted on it.
Trees are static, so they do not break the "build the map once" property: add the
TreeBatchinstances to the caster list with a vertex-only twin ofTREE_VERTEXthat reads the per-instance transforms, and let the existing shadow map bake them.
Props and decor are the same geometry path and can follow if the bias holds up.
Two things to get right:
lose their base or detach. Tune against the map, not against NDC depth.
it, so the caster AABB needs both.
Related: #81 for casters that move, and #82 for the contact
darkening that a shadow map cannot resolve.