| CascadedShadowJitterResolution Property |
Gets or sets the jitter resolution (for jitter sampling).
Namespace: DigitalRune.GraphicsAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public float JitterResolution { get; set; }
Public Property JitterResolution As Single
Get
Set
public:
property float JitterResolution {
float get ();
void set (float value);
}
member JitterResolution : float32 with get, set
Property Value
Type:
Single
The jitter resolution. The jitter resolution is the number of noise texels per world space
unit. The default value is 2048.
Remarks
This value is only used when jitter sampling is applied to filter shadow edges. Jitter
sampling uses a noise pattern to choose which shadow map texels are sampled. This noise is
stable in world space. The JitterResolution defines the size of the jitter
pattern relative to the world. If the jitter resolution is too high, then the noise becomes
visually unstable when the camera moves (because there are too many noise pixels per screen
pixel). Low jitter resolutions can cause a coarse blocky noise patterns.
See Also