- Cascade Blend Modes
- Hard, Soft, Dithered
- Material Transparency Shadow Modes
- On, Clip, Dither, Off
- Receive Shadows Toggle
- Debug Visualize Cascades
- Spot Light Shadows
- Clamped Sampling: Is it even necessary with attenuation?
- Point Light Shadows
- Don't draw every light for every fragment!
- Emission
- Lights
- Point light instancing
- Spot lights
- All other light shapes
- Material Fresnel Scale Slider
- Premultiplied Alpha
- GBuffers should be size of target backbuffer, not size of monitor
- Indirect reflections are too prominent in the dark
- Spotlight inner angle inspector GUI