WebGPURenderer: Fix XR shadows#34088
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Jul 21, 2026
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@Mugen87 if you prefer, I can split this in 2 PRs |
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That would be great! |
Use the XR camera only for the output render target so offscreen shadow passes retain their light cameras. Guard XR foveation setup when no post-processing render target is required.
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done |
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🖼️ E2E screenshot tests✅ All examples render correctly again (run). |
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Mugen87
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Mugen87
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Jul 24, 2026
Refactor.
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I've directly updated the branch with my feedback. Are you okay with the latest updates? |
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yes! |
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Keep XR camera substitution limited to the output target so offscreen shadow passes retain their own cameras, and tolerate a missing postprocessing target during XR setup.
Tested with both WebGPU and the WebGL fallback.
This contribution is funded by Meta