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shadow.culling

shadow.culling=<true|false|reversed>

Location: shaders.properties

Controls culling in the shadow pass. Enabling it will prevent geometry which would not cast a shadow through the view frustum from rendering. Disabling it will prevent any geometry within the shadow distance from being culled.

Iris adds an additional option, reversed, which disables culling within a specific radius of the player as defined in voxelDistance, while retaining culling outside of that distance. It is also recommended (but not required) to use the feature flag REVERSED_CULLING to avoid compatibility issues with older Iris versions.