Add **Hardware Occlusion Culling** to models, foliage, particles, terrain and local light shadows

This commit is contained in:
2026-08-28 19:53:10 +02:00
parent 48b1931546
commit 97186f1970
31 changed files with 793 additions and 50 deletions
@@ -406,6 +406,7 @@ bool DeployDataStep::Perform(CookingData& data)
data.AddRootEngineAsset(TEXT("Shaders/Reflections/SSR"));
data.AddRootEngineAsset(TEXT("Shaders/Shadows/Shadows"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/BitonicSort"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/Culling"));
//data.AddRootEngineAsset(TEXT("Shaders/Utils/DebugDraw")); // TODO: debug draw in dev-builds
data.AddRootEngineAsset(TEXT("Shaders/Utils/GlobalSignDistanceField"));
data.AddRootEngineAsset(TEXT("Shaders/Utils/GPUParticlesSorting"));