You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
# Objective
PCSS still has some fundamental issues (#16155). We should resolve them
before "releasing" the feature.
## Solution
1. Rename the already-optional `pbr_pcss` cargo feature to
`experimental_pbr_pcss` to better communicate its state to developers.
2. Adjust the description of the `experimental_pbr_pcss` cargo feature
to better communicate its state to developers.
3. Gate PCSS-related light component fields behind that cargo feature,
to prevent surfacing them to developers by default.
# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
Copy file name to clipboardExpand all lines: docs/cargo_features.md
+1-1Lines changed: 1 addition & 1 deletion
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -67,6 +67,7 @@ The default feature set enables most of the expected features of a game engine,
67
67
|detailed_trace|Enable detailed trace event logging. These trace events are expensive even when off, thus they require compile time opt-in|
68
68
|dynamic_linking|Force dynamic linking, which improves iterative compile times|
69
69
|embedded_watcher|Enables watching in memory asset providers for Bevy Asset hot-reloading|
70
+
|experimental_pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
70
71
|exr|EXR image format support|
71
72
|ff|Farbfeld image format support|
72
73
|file_watcher|Enables watching the filesystem for Bevy Asset hot-reloading|
@@ -83,7 +84,6 @@ The default feature set enables most of the expected features of a game engine,
83
84
|mp3|MP3 audio format support|
84
85
|pbr_anisotropy_texture|Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
85
86
|pbr_multi_layer_material_textures|Enable support for multi-layer material textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
86
-
|pbr_pcss|Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs|
87
87
|pbr_transmission_textures|Enable support for transmission-related textures in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs|
88
88
|pnm|PNM image format support, includes pam, pbm, pgm and ppm|
0 commit comments