CascadedShadow Class |
Namespace: DigitalRune.Graphics
The CascadedShadow type exposes the following members.
Name | Description | |
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CascadedShadow |
Initializes a new instance of the CascadedShadow class.
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Name | Description | |
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Clone |
Creates a new Shadow that is a clone (deep copy) of the current instance.
(Inherited from Shadow.) | |
CloneCore |
Makes the instance a clone (deep copy) of the specified Shadow.
(Overrides ShadowCloneCore(Shadow).) | |
ComputeSplitDistances |
Computes the Distances for a CascadedShadow.
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CreateInstanceCore |
When implemented in a derived class, creates a new instance of the
Shadow derived class.
(Overrides ShadowCreateInstanceCore.) | |
Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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CascadeSelection |
Gets or sets the cascade selection mode.
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DepthBias |
Gets or sets the depth bias used to remove "surface acne".
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DepthBiasOffset | Obsolete.
Gets or sets the depth bias offset of each cascade used to remove surface acne.
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DepthBiasScale | Obsolete.
Gets or sets the depth bias scale of each cascade used to remove surface acne.
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Distances |
Gets or sets the cascade split distances.
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FadeOutDistance | Obsolete.
Gets or sets the distance from the camera where the shadow starts to fade out.
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FadeOutRange |
Gets or sets the relative distance over which shadows are faded out.
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FilterRadius |
Gets or sets the filter radius.
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IsCascadeLocked |
Gets or sets the flags which determine if a cascade is locked.
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JitterResolution |
Gets or sets the jitter resolution (for jitter sampling).
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MaxDistance | Obsolete.
Gets or sets the maximum distance from the camera up to which shadows are rendered.
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MinLightDistance |
Gets or sets the minimal distance of the light projection to the camera frustum of a
cascade.
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NormalOffset |
Gets or sets the normal offset used to remove "surface acne".
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NumberOfCascades |
Gets or sets the number of cascades.
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NumberOfSamples |
Gets or sets the number of filter samples.
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Prefer16Bit |
Gets or sets a value indicating whether the shadow map should use a 16-bit format to store
depth.
(Inherited from Shadow.) | |
PreferredSize |
Gets or sets the size of the desired size of the shadow map in texels.
(Inherited from Shadow.) | |
ShadowFog |
Gets or sets the shadow factor that is used beyond the max shadow distance.
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ShadowMap |
Gets or sets the shadow map.
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ShadowMask |
Gets or sets the shadow mask.
(Inherited from Shadow.) | |
ShadowMaskChannel |
Gets or sets the shadow mask channel.
(Inherited from Shadow.) | |
SplitDistribution | Obsolete.
Gets or sets the split distribution parameter.
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VisualizeCascades |
Gets or sets a value indicating whether cascades are visualized for debugging.
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A cascaded shadow map splits the camera frustum into separate slices (up to 4). For each slice a shadow map is computed.
A "slice" is also called "cascade interval", "sub-frustum" or simply "cascade". The word "cascade" actually means "a series of stages" - however, it is common to use the term "cascade" to describe an individual slice and this term is used here too.
The term "split" could refer to the border between two slices (4 cascades = 3 splits) or to the slices (cascade = split). Therefore, the term "split" has to be used with care.
Distances defines the cascade split distances and the maximum shadow distance.
PreferredSize defines the size of a single cascade of the cascaded shadow map.