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misc todo & ideas #3

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@i-saint
  • add an option to select objects for shadow caster/receiver independently
  • hit mask layer
  • object space skinning
  • handle drag & dropped scenes from Hierarchy
  • export to image functionality
  • debug functionality: timestamp
  • debug functionality: 'always update acceleration structures' mode
  • multiple command lists for deform & building BLAS (for potential parallelization)
  • use global root signature instead of local root signature
  • flip caster mesh faces option
  • ID3D12Device::SetStablePowerState()
  • handle dynamic Meshes
    • Alembic meshes, etc
  • faster BLAS update for baked meshes
    • for Cloth
  • use Lights' culling mask
  • use Cameras' culling mask
  • use MeshRenderer's shadow mode
  • use Lights' shadow settings
  • set light index to light alpha
  • bit mask output option
  • use CommandBuffers for precise draw order
    • actually not needed
  • (unity) global shader parameter to detect RTHS is used
  • normalize light intensity
  • debug view for adaptive sampling
  • optimal shadow ray offset

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