I have a 3D game with a large amount of procedurally generated geometry in the scene, so if I enable dynamic sunlight shadows, it halves FPS because the engine has to render the scene twice (for the shadow map).
However, sunlight moves very slowly, so I think the shadow map should not be recalculated on every frame, right? Can we "bake" them while the game runs and ask to update manually?
Also, only a small portion of close-range elements could be updated quicker than elements that are far away.
Which are possible shadow optimizations for large scenes in Godot?