Compare Shadow Map Atlas and Shadow Map Texture Array

15 Oct 2025

Reading time ~1 minute

some notes on shadowmap rt format

Texture Atlas

pros:

  • very flexible shadowmap layout managment, can combine different size of csm/spotlight/pointlight shadow into one texture
  • only 1 binding slot in shadowdepthrendering
  • don’t need to switch rt when render different light shadowmaps cons:
  • big texture made load/store bindwidth increase
  • may have space waste
  • need border between different shadow maps

Texture Array

pros:

  • load/store bindwidth is same with render single shadowmap cons:
  • fixed texture size of each slice, to achieve different size texture, need to create multiple arrays or manage a atlas inside texturearray
  • some old hardware don’t support it
  • need to switch rt when render different light shadowmaps(for csm, split each cascade rendering into different frames can reduce rt switch)

Bindless Texture

pros:

  • arbitrary size texture array cons:
  • need modern hardware


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