From 20034f061d6b9737ad4cf7615bf333f6452d0776 Mon Sep 17 00:00:00 2001 From: DeMuenu <96650288+DeMuenu@users.noreply.github.com> Date: Tue, 24 Mar 2026 16:16:34 +0100 Subject: [PATCH] Update README.md --- README.md | 6 ++++-- 1 file changed, 4 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index ba16da0..b745e65 100644 --- a/README.md +++ b/README.md @@ -12,12 +12,13 @@ What this includes: - Point/spotlights editable at runtime. - A couple of premade shaders (standard, particle). - Premade code handling lights, normals and a Lambertian diffuse. +- Shadow caster planes Work in progress: - Water shader - Documentation - More performance testing/improvements -- Shadow caster planes + Planned: - Support for additive baked light maps and ambient lighting in the standard shader. @@ -36,9 +37,10 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400 2. Add the `LightUpdater` component to a GameObject in your scene: - Tweak strength/intensity of the local and remote player if you want them to have an attached light. + - Configure the `PlayerShadowMapIndex` if you want players to interact with shadows. 3. For lights, attach `LightdataStorage` to a Transform and configure: - - `range`, `type`, `color`, `intensity`, and `spotAngleDeg`. + - `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`. 4. On your light's `LightdataStorage` component, assign your scene's `LightUpdater` to the `Light Updater` field. This allows lights to be added or removed dynamically at runtime.