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- using System;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- namespace BansheeEngine
- {
- /** @addtogroup Rendering
- * @{
- */
- /// <summary>Various options that control shadow rendering for a specific view.</summary>
- public partial class ShadowSettings : ScriptObject
- {
- private ShadowSettings(bool __dummy0) { }
- protected ShadowSettings() { }
- /// <summary>
- /// Maximum distance that directional light shadows are allowed to render at. Decreasing the distance can yield higher
- /// quality shadows nearer to the viewer, as the shadow map resolution isn't being used up on far away portions of the
- /// scene. In world units (meters).
- /// </summary>
- public float DirectionalShadowDistance
- {
- get { return Internal_getdirectionalShadowDistance(mCachedPtr); }
- set { Internal_setdirectionalShadowDistance(mCachedPtr, value); }
- }
- /// <summary>
- /// Number of cascades to use for directional shadows. Higher number of cascades increases shadow quality as each
- /// individual cascade has less area to cover, but can significantly increase performance cost, as well as a minor
- /// increase in memory cost. Valid range is roughly [1, 6].
- /// </summary>
- public uint NumCascades
- {
- get { return Internal_getnumCascades(mCachedPtr); }
- set { Internal_setnumCascades(mCachedPtr, value); }
- }
- /// <summary>
- /// Allows you to control how are directional shadow cascades distributed. Value of 1 means the cascades will be linearly
- /// split, each cascade taking up the same amount of space. Value of 2 means each subsequent split will be twice the size
- /// of the previous one (meaning cascades closer to the viewer cover a smaller area, and therefore yield higher
- /// resolution shadows). Higher values increase the size disparity between near and far cascades at an exponential rate.
- /// Valid range is roughly [1, 4].
- /// </summary>
- public float CascadeDistributionExponent
- {
- get { return Internal_getcascadeDistributionExponent(mCachedPtr); }
- set { Internal_setcascadeDistributionExponent(mCachedPtr, value); }
- }
- /// <summary>
- /// Determines the number of samples used for percentage closer shadow map filtering. Higher values yield higher quality
- /// shadows, at the cost of performance. Valid range is [1, 4].
- /// </summary>
- public uint ShadowFilteringQuality
- {
- get { return Internal_getshadowFilteringQuality(mCachedPtr); }
- set { Internal_setshadowFilteringQuality(mCachedPtr, value); }
- }
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_getdirectionalShadowDistance(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setdirectionalShadowDistance(IntPtr thisPtr, float value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern uint Internal_getnumCascades(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setnumCascades(IntPtr thisPtr, uint value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern float Internal_getcascadeDistributionExponent(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setcascadeDistributionExponent(IntPtr thisPtr, float value);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern uint Internal_getshadowFilteringQuality(IntPtr thisPtr);
- [MethodImpl(MethodImplOptions.InternalCall)]
- private static extern void Internal_setshadowFilteringQuality(IntPtr thisPtr, uint value);
- }
- /** @} */
- }
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