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In a lot of lightweight video games projects, shadows are baked into lightmaps in order to avoid computing them at runtime. This is especially useful for mobile games, where you want to save as much resources as possible in order to improve battery life, among other things.
However, it seems that Godot still computes realtime shadows for non-static objects in the scene, even if the light is marked as static and shadows are baked, which defeats the purpose of baking shadows to begin with.
Steps to reproduce
Create a simple scene with Static geometry, and create UV2 channels on it for LightmapGI to work.
Add a Dynamic object to the scene
Create a LightmapGI node, and hit the Bake Lightmaps button
at one point there was discussion about splitting rendering of dynamic and static shadow maps, so static shadow maps would still cast shadow on objects, but would only render static geometry and do so once, and allow for overlaying dynamic objects on top in a separate render that would only draw dynamic objects, every frame, reducing the computational requirements at the expense of 2x memory usage
Tested versions
System information
Godot v4.2.stable.mono - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.5599) - AMD Ryzen 7 2700X Eight-Core Processor (16 Threads)
Issue description
In a lot of lightweight video games projects, shadows are baked into lightmaps in order to avoid computing them at runtime. This is especially useful for mobile games, where you want to save as much resources as possible in order to improve battery life, among other things.
However, it seems that Godot still computes realtime shadows for non-static objects in the scene, even if the light is marked as static and shadows are baked, which defeats the purpose of baking shadows to begin with.
Steps to reproduce
Minimal reproduction project (MRP)
BakedShadows_MRP.zip
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