PCSS samples depth with linear sampler which is poorly supported
Open
A-Rendering
C-Bug
C-Usability
S-Needs-Design
- Dominant language
- Rust
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Description
## Bevy version and features
main
## What went wrong
If `experimental_pbr_pcss` is enabled, shadow textures are sampled with linear sampler, which is disallowed on webgpu and may devices, and this is a wgpu bug that validation is missing.
See also https://github.com/bevyengine/bevy/issues/23965
We can either emulate linear filtering sampling, or use other methods (comparison samplers support linear filtering) but I'm not sure.
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