Authoring and quality controls for stabilized cascaded shadow maps.
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#include <ShadowCascade.h>
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xiiUInt32 | m_uiCascadeCount = 4U |
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float | m_fSplitLambda = 0.65f |
| | 0 = uniform splits, 1 = logarithmic splits.
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float | m_fMaximumShadowDistance = 250.0f |
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float | m_fDepthPadding = 50.0f |
| | Extra light-space depth for off-frustum casters.
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xiiUInt32 | m_uiShadowMapResolution = 4096U |
Authoring and quality controls for stabilized cascaded shadow maps.
The documentation for this struct was generated from the following file:
- /home/runner/work/XII/XII/Source/Engine/GraphicsCore/Lighting/ShadowCascade.h