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Add some more advanced settings to control shadows.
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3 changed files with 47 additions and 5 deletions
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@ -86,4 +86,39 @@ Potentially decreases performance.
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Note: Right now, there is no setting allowing toggling of shadows for statics
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Note: Right now, there is no setting allowing toggling of shadows for statics
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Expert settings
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***************
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You probably shouldn't be changing these if you haven't read `this paper on Parallel Split Shadow Maps <https://pdfs.semanticscholar.org/15a9/f2a7cf6b1494f45799617c017bd42659d753.pdf>`_ and understood how they interact with the transformation used with Light Space Perspective Shadow Maps.
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If you have, then you may get better results tuning these for your specific view distance.
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split point uniform logarithmic ratio
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-------------------------------------
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:Type: float
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:Range: 0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
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:Default: 0.5
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Controls the ratio of :math:`C_i^{log}` versus :math:`C_i^{uniform}` used to form the Practical Split Scheme as described in the linked paper.
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split point bias
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----------------
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:Type: float
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:Range: Any value supported by C++ floats on your platform, although undesirable behaviour is more likely to appear the further the value is from zero.
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:Default: 0.0
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The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
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minimum lispsm near far ratio
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-----------------------------
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:Type: float
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:Range: Must be greater than zero.
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:Default: 0.25
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Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
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Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
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Increasing this pushes detail further away by moving the frustum apex further from the near plane.
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