VsmShadowOptions

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Warning: This API is still experimental and subject to change.

expect class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Warning: This API is still experimental and subject to change.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Warning: This API is still experimental and subject to change.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Warning: This API is still experimental and subject to change.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Warning: This API is still experimental and subject to change.

Constructors

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actual constructor()
expect constructor()
constructor()
actual constructor()
actual constructor()

Properties

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actual var anisotropy: Int

Number of anisotropic samples to use when sampling a VSM shadow map. If greater than 0, mipmaps will automatically be generated each frame for all lights. The number of anisotropic samples = 2 ^ anisotropy. Default: 0.

expect var anisotropy: Int

Number of anisotropic samples to use when sampling a VSM shadow map. If greater than 0, mipmaps will automatically be generated each frame for all lights. The number of anisotropic samples = 2 ^ anisotropy. Default: 0.

actual var anisotropy: Int

Number of anisotropic samples to use when sampling a VSM shadow map. If greater than 0, mipmaps will automatically be generated each frame for all lights. The number of anisotropic samples = 2 ^ anisotropy. Default: 0.

actual var anisotropy: Int

Number of anisotropic samples to use when sampling a VSM shadow map. If greater than 0, mipmaps will automatically be generated each frame for all lights. The number of anisotropic samples = 2 ^ anisotropy. Default: 0.

actual var anisotropy: Int

Number of anisotropic samples to use when sampling a VSM shadow map. If greater than 0, mipmaps will automatically be generated each frame for all lights. The number of anisotropic samples = 2 ^ anisotropy. Default: 0.

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Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits precision is rarely needed, but it does reduce light leaks as well as "fading" of the shadows. Setting this to true for a single shadow map will double the memory usage of all shadow maps. This may not be supported on all mobile devices. Default: false.

Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits precision is rarely needed, but it does reduce light leaks as well as "fading" of the shadows. Setting this to true for a single shadow map will double the memory usage of all shadow maps. This may not be supported on all mobile devices. Default: false.

Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits precision is rarely needed, but it does reduce light leaks as well as "fading" of the shadows. Setting this to true for a single shadow map will double the memory usage of all shadow maps. This may not be supported on all mobile devices. Default: false.

Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits precision is rarely needed, but it does reduce light leaks as well as "fading" of the shadows. Setting this to true for a single shadow map will double the memory usage of all shadow maps. This may not be supported on all mobile devices. Default: false.

Whether to use a 32-bits or 16-bits texture format for VSM shadow maps. 32-bits precision is rarely needed, but it does reduce light leaks as well as "fading" of the shadows. Setting this to true for a single shadow map will double the memory usage of all shadow maps. This may not be supported on all mobile devices. Default: false.

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VSM light bleeding reduction amount, between 0 and 1. Default: 0.15.

VSM light bleeding reduction amount, between 0 and 1. Default: 0.15.

VSM light bleeding reduction amount, between 0 and 1. Default: 0.15.

VSM light bleeding reduction amount, between 0 and 1. Default: 0.15.

VSM light bleeding reduction amount, between 0 and 1. Default: 0.15.

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actual var mipmapping: Boolean

Whether to generate mipmaps for all VSM shadow maps. Default: false.

expect var mipmapping: Boolean

Whether to generate mipmaps for all VSM shadow maps. Default: false.

actual var mipmapping: Boolean

Whether to generate mipmaps for all VSM shadow maps. Default: false.

actual var mipmapping: Boolean

Whether to generate mipmaps for all VSM shadow maps. Default: false.

actual var mipmapping: Boolean

Whether to generate mipmaps for all VSM shadow maps. Default: false.

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actual var msaaSamples: Int

The number of MSAA samples to use when rendering VSM shadow maps. Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns off MSAA. Higher values may not be available depending on the underlying hardware. Default: 1.

expect var msaaSamples: Int

The number of MSAA samples to use when rendering VSM shadow maps. Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns off MSAA. Higher values may not be available depending on the underlying hardware. Default: 1.

actual var msaaSamples: Int

The number of MSAA samples to use when rendering VSM shadow maps. Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns off MSAA. Higher values may not be available depending on the underlying hardware. Default: 1.

actual var msaaSamples: Int

The number of MSAA samples to use when rendering VSM shadow maps. Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns off MSAA. Higher values may not be available depending on the underlying hardware. Default: 1.

actual var msaaSamples: Int

The number of MSAA samples to use when rendering VSM shadow maps. Must be a power-of-two and greater than or equal to 1. A value of 1 effectively turns off MSAA. Higher values may not be available depending on the underlying hardware. Default: 1.

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val native: View.VsmShadowOptions