ShadowConfig
Per-light shadow-map quality, mapping onto the core LightManager.ShadowOptions. Pass a non-null shadow to a DirectionalLight/SunLight/SpotLight/FocusedSpotLight to make it cast shadows; null disables them. (Point lights cannot cast shadows.)
Many fields apply only under a specific view Shadows technique (noted per property). Defaults mirror Filament's, except lispsm (defaults false here for cleaner soft shadows). Filament's polygonOffset* depth-bias fields are deliberately not exposed — they're package-private in the Android binding and so can't be surfaced cross-platform; use constantBias/normalBias for acne instead.
Constructors
Properties
Blur width; only under the Shadows.Vsm technique. 0 disables.
Soft-shadow penumbra size, world units. Only under Shadows.Dpcf/Shadows.Pcss.
Optional explicit cascade split positions (size cascades - 1, camera-Z 0..1). Null auto-computes uniform splits.
World-space depth bias pushing shadows off surfaces (reduces acne). Ignored for VSM.
SSCS max occluder distance, world units.
Enable screen-space contact shadows (SSCS) for fine, close-up contact detail.
SSCS ray-march step count (directional lights only); higher = better, costlier.
Exponential Layered VSM — better light-leak reduction at 2× shadow memory. Only under Shadows.Vsm.
Normal-scaled bias; typically 1.0. Ignored for VSM.
Concentrate shadow resolution up to this camera distance (world units).
Concentrate shadow resolution from this camera distance onward (world units).