Add some more advanced settings to control shadows.

This commit is contained in:
AnyOldName3 2018-01-25 16:08:34 +00:00
parent c3d7c7de21
commit 9f20aaccfb
3 changed files with 47 additions and 5 deletions

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@ -86,4 +86,39 @@ Potentially decreases performance.
Note: Right now, there is no setting allowing toggling of shadows for statics
Note: Right now, there is no setting allowing toggling of shadows for statics
Expert settings
***************
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.
If you have, then you may get better results tuning these for your specific view distance.
split point uniform logarithmic ratio
-------------------------------------
:Type: float
:Range: 0.0-1.0 for sensible results. Other values may 'work' but could behave bizarrely.
:Default: 0.5
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.
split point bias
----------------
:Type: float
: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.
:Default: 0.0
The :math:`\delta_{bias}` parameter used to form the Practical Split Scheme as described in the linked paper.
minimum lispsm near far ratio
-----------------------------
:Type: float
:Range: Must be greater than zero.
:Default: 0.25
Controls the minimum near/far ratio for the Light Space Perspective Shadow Map transformation.
Helps prevent too much detail being brought towards the camera at the expense of detail further from the camera.
Increasing this pushes detail further away by moving the frustum apex further from the near plane.