State sampled D32 requirement in lighting docs
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@@ -64,11 +64,14 @@ tiles or draw budget still illuminates, **without a shadow**. Disabling
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The renderer reports requested faces, rendered faces, tiles, and drops by cause
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in [Diagnostics](diagnostics.md) and the [Player profile](profiling.md).
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Faset uses separate sampled D32 sun and local atlases, normally 2048×2048 pixels
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each. If a device cannot use that size, the renderer tries 1024×1024; if a
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sampled depth atlas cannot be created, the affected lights fall back to unshadowed
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illumination and report unavailable shadow views. Scheduled atlas tiles are
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cleared and redrawn each frame; there is no persistent shadow cache yet.
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Faset requires sampled D32 depth images for the renderer itself. On a supported
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device, it uses separate sun and local atlases, normally 2048×2048 pixels each.
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If an optional atlas cannot use that size, the renderer tries 1024×1024. When
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the local atlas cannot be allocated, or the sun atlas cannot be allocated but
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a 1×1 sampled D32 fallback image can, affected lights remain unshadowed and
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report unavailable shadow views. A device without sampled D32 support cannot
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start this renderer. Scheduled atlas tiles are cleared and redrawn each frame;
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there is no persistent shadow cache yet.
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Sprite-only scenes, a missing sun, and a sun with `casts_shadow: false` skip sun
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shadow raster work.
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