ShadowOptions
Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.
Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.
Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.
Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.
Shadow map quality and performance parameters. Controls resolution, stability, bias, cascading, and filtering techniques.
Constructors
Properties
For VSM shadow type: blur width (0 to disable). Max: 125. Default: 0.0 (disabled).
For VSM shadow type: blur width (0 to disable). Max: 125. Default: 0.0 (disabled).
For VSM shadow type: blur width (0 to disable). Max: 125. Default: 0.0 (disabled).
For VSM shadow type: blur width (0 to disable). Max: 125. Default: 0.0 (disabled).
Split positions for shadow cascades along the camera's Z axis. Camera near plane = 0.0f, far plane = 1.0f. For N cascades, store N-1 split positions (e.g., for 4 cascades: 0.25f, 0.50f, 0.75f). Use ShadowCascades helper methods to compute. Default: 0.125f, 0.25f, 0.50f.
Split positions for shadow cascades along the camera's Z axis. Camera near plane = 0.0f, far plane = 1.0f. For N cascades, store N-1 split positions (e.g., for 4 cascades: 0.25f, 0.50f, 0.75f). Use ShadowCascades helper methods to compute. Default: 0.125f, 0.25f, 0.50f.
Split positions for shadow cascades along the camera's Z axis. Camera near plane = 0.0f, far plane = 1.0f. For N cascades, store N-1 split positions (e.g., for 4 cascades: 0.25f, 0.50f, 0.75f). Use ShadowCascades helper methods to compute. Default: 0.125f, 0.25f, 0.50f.
Split positions for shadow cascades along the camera's Z axis. Camera near plane = 0.0f, far plane = 1.0f. For N cascades, store N-1 split positions (e.g., for 4 cascades: 0.25f, 0.50f, 0.75f). Use ShadowCascades helper methods to compute. Default: 0.125f, 0.25f, 0.50f.
Split positions for shadow cascades along the camera's Z axis. Camera near plane = 0.0f, far plane = 1.0f. For N cascades, store N-1 split positions (e.g., for 4 cascades: 0.25f, 0.50f, 0.75f). Use ShadowCascades helper methods to compute. Default: 0.125f, 0.25f, 0.50f.
Constant bias in world units (e.g., meters) to move shadows away from the light. Ignored for VSM shadow type. Default: 0.001 (1mm).
Constant bias in world units (e.g., meters) to move shadows away from the light. Ignored for VSM shadow type. Default: 0.001 (1mm).
Constant bias in world units (e.g., meters) to move shadows away from the light. Ignored for VSM shadow type. Default: 0.001 (1mm).
Constant bias in world units (e.g., meters) to move shadows away from the light. Ignored for VSM shadow type. Default: 0.001 (1mm).
Constant bias in world units (e.g., meters) to move shadows away from the light. Ignored for VSM shadow type. Default: 0.001 (1mm).
For VSM shadow type: use Exponential Layered VSM (ELVSM) for improved light leak reduction. Doubles shadow map memory. Mostly useful with large blur widths. Default: false.
For VSM shadow type: use Exponential Layered VSM (ELVSM) for improved light leak reduction. Doubles shadow map memory. Mostly useful with large blur widths. Default: false.
For VSM shadow type: use Exponential Layered VSM (ELVSM) for improved light leak reduction. Doubles shadow map memory. Mostly useful with large blur widths. Default: false.
For VSM shadow type: use Exponential Layered VSM (ELVSM) for improved light leak reduction. Doubles shadow map memory. Mostly useful with large blur widths. Default: false.
Light-space perspective shadow mapping (LiSPSM) improves effective shadow resolution without cascades. Incompatible with large blur widths. Disable if blurring artifacts become problematic (only relevant for VSM with blur or PCSS shadow types). Automatically disabled if stable is true. Default: true.
Light-space perspective shadow mapping (LiSPSM) improves effective shadow resolution without cascades. Incompatible with large blur widths. Disable if blurring artifacts become problematic (only relevant for VSM with blur or PCSS shadow types). Automatically disabled if stable is true. Default: true.
Light-space perspective shadow mapping (LiSPSM) improves effective shadow resolution without cascades. Incompatible with large blur widths. Disable if blurring artifacts become problematic (only relevant for VSM with blur or PCSS shadow types). Automatically disabled if stable is true. Default: true.
Light-space perspective shadow mapping (LiSPSM) improves effective shadow resolution without cascades. Incompatible with large blur widths. Disable if blurring artifacts become problematic (only relevant for VSM with blur or PCSS shadow types). Automatically disabled if stable is true. Default: true.
Light-space perspective shadow mapping (LiSPSM) improves effective shadow resolution without cascades. Incompatible with large blur widths. Disable if blurring artifacts become problematic (only relevant for VSM with blur or PCSS shadow types). Automatically disabled if stable is true. Default: true.
Size of the shadow map in texels. Must be a power of two and at least 8. Default: 1024. Larger values improve shadow quality but hurt performance.
Size of the shadow map in texels. Must be a power of two and at least 8. Default: 1024. Larger values improve shadow quality but hurt performance.
Size of the shadow map in texels. Must be a power of two and at least 8. Default: 1024. Larger values improve shadow quality but hurt performance.
Size of the shadow map in texels. Must be a power of two and at least 8. Default: 1024. Larger values improve shadow quality but hurt performance.
Maximum shadow-occluder distance for SSCS in world units. (ignored for non-directional lights). Default: 0.3 (30 cm).
Maximum shadow-occluder distance for SSCS in world units. (ignored for non-directional lights). Default: 0.3 (30 cm).
Maximum shadow-occluder distance for SSCS in world units. (ignored for non-directional lights). Default: 0.3 (30 cm).
Maximum shadow-occluder distance for SSCS in world units. (ignored for non-directional lights). Default: 0.3 (30 cm).
Maximum shadow-occluder distance for SSCS in world units. (ignored for non-directional lights). Default: 0.3 (30 cm).
Scale for maximum sampling error to move shadows away from fragment normals. Should typically be 1.0. Ignored for VSM shadow type. Default: 1.0.
Scale for maximum sampling error to move shadows away from fragment normals. Should typically be 1.0. Ignored for VSM shadow type. Default: 1.0.
Scale for maximum sampling error to move shadows away from fragment normals. Should typically be 1.0. Ignored for VSM shadow type. Default: 1.0.
Scale for maximum sampling error to move shadows away from fragment normals. Should typically be 1.0. Ignored for VSM shadow type. Default: 1.0.
Scale for maximum sampling error to move shadows away from fragment normals. Should typically be 1.0. Ignored for VSM shadow type. Default: 1.0.
Enable screen-space contact shadows (SSCS) for more detailed shadow transitions. Useful in large scenes; adds overhead. Applies regardless of shadow-caster status. Default: false.
Enable screen-space contact shadows (SSCS) for more detailed shadow transitions. Useful in large scenes; adds overhead. Applies regardless of shadow-caster status. Default: false.
Enable screen-space contact shadows (SSCS) for more detailed shadow transitions. Useful in large scenes; adds overhead. Applies regardless of shadow-caster status. Default: false.
Enable screen-space contact shadows (SSCS) for more detailed shadow transitions. Useful in large scenes; adds overhead. Applies regardless of shadow-caster status. Default: false.
Enable screen-space contact shadows (SSCS) for more detailed shadow transitions. Useful in large scenes; adds overhead. Applies regardless of shadow-caster status. Default: false.
Light bulb radius for soft shadow effects (DPCF/PCSS only). Default: 0.02 (2 cm).
Light bulb radius for soft shadow effects (DPCF/PCSS only). Default: 0.02 (2 cm).
Light bulb radius for soft shadow effects (DPCF/PCSS only). Default: 0.02 (2 cm).
Light bulb radius for soft shadow effects (DPCF/PCSS only). Default: 0.02 (2 cm).
Light bulb radius for soft shadow effects (DPCF/PCSS only). Default: 0.02 (2 cm).
Number of shadow cascades (1-4). Values > 1 enable Cascaded Shadow Mapping (CSM). Only applicable to directional lights. When using cascades, cascadeSplitPositions must also be set. Default: 1.
Number of shadow cascades (1-4). Values > 1 enable Cascaded Shadow Mapping (CSM). Only applicable to directional lights. When using cascades, cascadeSplitPositions must also be set. Default: 1.
Number of shadow cascades (1-4). Values > 1 enable Cascaded Shadow Mapping (CSM). Only applicable to directional lights. When using cascades, cascadeSplitPositions must also be set. Default: 1.
Number of shadow cascades (1-4). Values > 1 enable Cascaded Shadow Mapping (CSM). Only applicable to directional lights. When using cascades, cascadeSplitPositions must also be set. Default: 1.
Number of shadow cascades (1-4). Values > 1 enable Cascaded Shadow Mapping (CSM). Only applicable to directional lights. When using cascades, cascadeSplitPositions must also be set. Default: 1.
Distance from camera after which shadows are clipped (directional lights only). Use 0.0 to use the camera's far distance. Improves quality and performance by discarding distant shadows that don't contribute. Default: 0.0.
Distance from camera after which shadows are clipped (directional lights only). Use 0.0 to use the camera's far distance. Improves quality and performance by discarding distant shadows that don't contribute. Default: 0.0.
Distance from camera after which shadows are clipped (directional lights only). Use 0.0 to use the camera's far distance. Improves quality and performance by discarding distant shadows that don't contribute. Default: 0.0.
Distance from camera after which shadows are clipped (directional lights only). Use 0.0 to use the camera's far distance. Improves quality and performance by discarding distant shadows that don't contribute. Default: 0.0.
Optimize shadow quality until this distance. Shadows render behind this distance but may have degraded quality. Use Float.POSITIVE_INFINITY for camera far distance. Default: 100.0.
Optimize shadow quality until this distance. Shadows render behind this distance but may have degraded quality. Use Float.POSITIVE_INFINITY for camera far distance. Default: 100.0.
Optimize shadow quality until this distance. Shadows render behind this distance but may have degraded quality. Use Float.POSITIVE_INFINITY for camera far distance. Default: 100.0.
Optimize shadow quality until this distance. Shadows render behind this distance but may have degraded quality. Use Float.POSITIVE_INFINITY for camera far distance. Default: 100.0.
Optimize shadow quality until this distance. Shadows render behind this distance but may have degraded quality. Use Float.POSITIVE_INFINITY for camera far distance. Default: 100.0.
Optimize shadow quality from this distance onward. Shadows render in front of this distance but may have degraded quality. Use 0.0 for camera near distance. Default: 1.0 (1 meter). Quality may degrade when this is reduced significantly.
Optimize shadow quality from this distance onward. Shadows render in front of this distance but may have degraded quality. Use 0.0 for camera near distance. Default: 1.0 (1 meter). Quality may degrade when this is reduced significantly.
Optimize shadow quality from this distance onward. Shadows render in front of this distance but may have degraded quality. Use 0.0 for camera near distance. Default: 1.0 (1 meter). Quality may degrade when this is reduced significantly.
Optimize shadow quality from this distance onward. Shadows render in front of this distance but may have degraded quality. Use 0.0 for camera near distance. Default: 1.0 (1 meter). Quality may degrade when this is reduced significantly.
Optimize shadow quality from this distance onward. Shadows render in front of this distance but may have degraded quality. Use 0.0 for camera near distance. Default: 1.0 (1 meter). Quality may degrade when this is reduced significantly.
When true, prioritizes stability over resolution by disabling resolution-enhancing features. Disables LiSPSM. Produces lower-resolution but stable shadows. Default: false.
When true, prioritizes stability over resolution by disabling resolution-enhancing features. Disables LiSPSM. Produces lower-resolution but stable shadows. Default: false.
When true, prioritizes stability over resolution by disabling resolution-enhancing features. Disables LiSPSM. Produces lower-resolution but stable shadows. Default: false.
When true, prioritizes stability over resolution by disabling resolution-enhancing features. Disables LiSPSM. Produces lower-resolution but stable shadows. Default: false.
Number of ray-marching steps for SSCS (ignored for non-directional lights). Default: 8.
Number of ray-marching steps for SSCS (ignored for non-directional lights). Default: 8.
Number of ray-marching steps for SSCS (ignored for non-directional lights). Default: 8.
Number of ray-marching steps for SSCS (ignored for non-directional lights). Default: 8.
Transform the shadow direction via a unit quaternion (artistic use only). Ignored for non-directional lights. Default: identity.
Transform the shadow direction via a unit quaternion (artistic use only). Ignored for non-directional lights. Default: identity.
Transform the shadow direction via a unit quaternion (artistic use only). Ignored for non-directional lights. Default: identity.
Transform the shadow direction via a unit quaternion (artistic use only). Ignored for non-directional lights. Default: identity.
Transform the shadow direction via a unit quaternion (artistic use only). Ignored for non-directional lights. Default: identity.