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No ETA. This has not been a priority for us. The main technical issue is to figure out how to store the cubemaps (we don't have enough samplers to actually use a cubemap per point-light, and cubemap arrays are not supported on all hardware), and filter or blur them (for VSM) efficiently. |
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The only way you sort of can emulate a point light shadow is by using 6 spotlights with an opening of 90deg. not great. |
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Is there an eta on area lights? or point light shadows
especially point light shadows. that seems like a fairly essential feature of any pbr engine
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