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really cool hack! I wonder if it's possible to expose a thingy that lets you control which sides of the cubemap get rendered...

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I would love it if someone made a PR! Rendering all 3 sides making up a corner would be even better than these spotlights But it's probably not an easy task with how core it is, and I don't know if the maintainers want the tech debt. Also not sure it'd be possible to handle smoothing out the edges.

Is the idea just that it would be faster? I would prefer an option to cache shadows per-face, so Godot just updates each face when needed. Godot currently updates all six faces whenever anything in range moves, but we could get away with updating less.

Sadly, caching can't help if the lights move like they do in the video, and they still take up spots in the shadow atlas. In my game's scenario, I would only be able to have high res shadows for the lantern in the player's hand + 2 overhead lights before it falls back to low resolution for the rest