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Place percentage-closer soft shadows behind a feature gate to save on
samplers.
The two additional linear texture samplers that PCSS added caused us to
blow past the limit on Apple Silicon macOS and WebGL. To fix the issue,
this commit adds a `--feature pbr_pcss` feature gate that disables PCSS
if not present.
Closes#15345.
Closes#15525.
Closes#15821.
# Enable support for anisotropy texture in the `StandardMaterial`, at the risk of blowing past the global, per-shader texture limit on older/lower-end GPUs
# Enable support for PCSS, at the risk of blowing past the global, per-shader sampler limit on older/lower-end GPUs
406
+
pbr_pcss = ["bevy_internal/pbr_pcss"]
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+
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# Enable some limitations to be able to use WebGL2. Please refer to the [WebGL2 and WebGPU](https://github.com/bevyengine/bevy/tree/latest/examples#webgl2-and-webgpu) section of the examples README for more information on how to run Wasm builds with WebGPU.
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