The max casters most likely to shadow a receiver right now (unit
radius, at the origin of this frame), nearest-to-shadowing first —
shaders take a small fixed number of occluders, so the choice is made
per frame on the CPU.
Ranked by how far, as an angle seen from the caster's direction, its
shadow cone misses the receiver: the angle between the caster and the
star direction, less the star's, the caster's and the receiver's own
angular radii. Negative means the penumbra is already on the receiver.
Casters on the night side of nothing — behind the receiver as seen from
the star — rank last naturally, their angle being near 180°.
The
maxcasters most likely to shadow a receiver right now (unit radius, at the origin of this frame), nearest-to-shadowing first — shaders take a small fixed number of occluders, so the choice is made per frame on the CPU.Ranked by how far, as an angle seen from the caster's direction, its shadow cone misses the receiver: the angle between the caster and the star direction, less the star's, the caster's and the receiver's own angular radii. Negative means the penumbra is already on the receiver. Casters on the night side of nothing — behind the receiver as seen from the star — rank last naturally, their angle being near 180°.