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UnityURPRenderGraphVR

H Cached Shadows for URP

Render your shadow maps once and reuse them every frame. Static lights become free, and your characters still cast live shadows on top of the cache.

H Cached Shadows

Shadows are expensive because URP re-renders every shadow map, every frame, forever. In a level lit by static lamps and a static sun, almost all of that work redraws the exact same pixels as the frame before.

H Cached Shadows renders them once and reuses them from memory. A light only re-renders when that light actually changes, so walking around your level costs nothing.

How it stays cheap

  • Point and spot lights are cached against the light, not the camera, so they never re-render while they sit still
  • Moving objects go in a second atlas and are blended on top, per tile, so the static cache is never rebuilt
  • Works in Forward, Forward+, Deferred+, and in VR with Single Pass Instanced
  • Full source, no DLLs, and a demo scene with a live on/off toggle

Add the render feature, put a component on anything that moves, and ship.