What number would you like to see, exactly? It varies heavily based on the shadow casters in your scene. But it’s essentially “CPU cost of drawing shadows” turned into nearly 0 on the frames that don’t update shadows.
I could do that if you’d like - but you should be weary of assets promoting stuff like that. I could very easily tailor a demo scene and make it look like “SAVES 1000 FPS WOAH” but it really means nothing, because it is very much dependent on your actual project.
Try profiling your own project. How much is shadow casting taking up on your CPU? Subtract that, that’s roughly what you’ll get from this plugin. If that’s every frame or not is up to you and how you design your game. Some games can “bake once” and be done, some need to update often. It really depends on your project.
Hello, this asset looks really promising. However, I have some questions before I could use it:
I have large amount of static MeshRenderers in scene (~10000) and only a few movable SkinnedMeshRenderers (~20). Is it possible to render the shadows for static objects only once (and cache them), and then on top of this render shadows for skinned meshes every frame ?
Also, I see you are demonstrating blob shadows for dynamic objects. But, it’s not clear to me is it possible to have normal shadows for dynamic objects aswell ?
The way this plugin currently works, no that would not really be an option. It’s all or nothing with these cached shadows, but blob shadows are a decent alternative, considering the type of platform you’d typically need the performance gains from this plugin.
If you really want both dynamic and static shadows, let me know and I’ll consider it a feature request, it might be possible.
not in my use-case, I need high-quality shadows for skinned meshes.
considering the type of platform you’d typically need the performance gains from this plugin
why do you think that only mobile platforms need cached shadows ? Rendering shadows can be a performance bottleneck on Desktop aswell. In my use-case, I have a lot of static geometry generated at runtime, so I can’t used baked shadowmaps, only realtime shadows.
We are having troubles with running your plugin Corgi Cached Shadows on 2023.2.19 Unity because it’s using outdated API. Could you update your plugin to support this engine version or provide updated plugin here?