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AZStd::unordered_map< const RPI::View *, AZStd::fixed_vector< CascadeSegment, Shadow::MaxNumberOfCascades > > | m_segments |
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AZStd::array< float, Shadow::MaxNumberOfCascades > | m_defaultFarDepths |
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AZStd::unordered_map< const RPI::View *, CascadeShadowCameraConfiguration > | m_cameraConfigurations |
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float | m_shadowDepthFar = FLT_MAX |
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bool | m_isShadowmapFrustumSplitAutomatic = true |
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float | m_shadowmapFrustumSplitSchemeRatio = 0.8f |
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float | m_groundHeight = 0.f |
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float | m_entireFrustumRadius = 0.f |
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Vector3 | m_entireFrustumCenterLocal = Vector3::CreateZero() |
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bool | m_isViewFrustumCorrectionEnabled = false |
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bool | m_frustumNeedsUpdate = false |
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bool | m_borderDepthsForSegmentsNeedsUpdate = false |
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bool | m_shadowmapViewNeedsUpdate = false |
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ShadowFilterMethod | m_shadowFilterMethod = ShadowFilterMethod::None |
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bool | m_isReceiverPlaneBiasEnabled = true |
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bool | m_blendBetweenCascades = false |
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bool | m_fullscreenBlurEnabled = true |
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float | m_fullscreenBlurConstFalloff = 2.0f / 3.0f |
| How much a value is reduced from pixel to pixel on a perfectly flat surface.
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float | m_fullscreenBlurDepthFalloffStrength = 50.0f |
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◆ m_fullscreenBlurDepthFalloffStrength
float AZ::Render::DirectionalLightFeatureProcessor::ShadowProperty::m_fullscreenBlurDepthFalloffStrength = 50.0f |
How much the difference in depth slopes between pixels affects the blur falloff. The higher this value, the sharper edges will appear
The documentation for this struct was generated from the following file:
- Gems/Atom/Feature/Common/Code/Source/CoreLights/DirectionalLightFeatureProcessor.h