Open 3D Engine Atom Gem API Reference 23.10.0
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
AZ::Render::DirectionalLightFeatureProcessor::ShadowProperty Struct Reference

Public Attributes

AZStd::unordered_map< const RPI::View *, AZStd::fixed_vector< CascadeSegment, Shadow::MaxNumberOfCascades > > m_segments
 
AZStd::array< float, Shadow::MaxNumberOfCascades > m_defaultFarDepths
 
AZStd::unordered_map< const RPI::View *, CascadeShadowCameraConfigurationm_cameraConfigurations
 
float m_shadowDepthFar = FLT_MAX
 
bool m_isShadowmapFrustumSplitAutomatic = true
 
float m_shadowmapFrustumSplitSchemeRatio = 0.8f
 
float m_groundHeight = 0.f
 
float m_entireFrustumRadius = 0.f
 
Vector3 m_entireFrustumCenterLocal = Vector3::CreateZero()
 
bool m_isViewFrustumCorrectionEnabled = false
 
bool m_frustumNeedsUpdate = false
 
bool m_borderDepthsForSegmentsNeedsUpdate = false
 
bool m_shadowmapViewNeedsUpdate = false
 
ShadowFilterMethod m_shadowFilterMethod = ShadowFilterMethod::None
 
bool m_isReceiverPlaneBiasEnabled = true
 
bool m_blendBetweenCascades = false
 
bool m_fullscreenBlurEnabled = true
 
float m_fullscreenBlurConstFalloff = 2.0f / 3.0f
 How much a value is reduced from pixel to pixel on a perfectly flat surface.
 
float m_fullscreenBlurDepthFalloffStrength = 50.0f
 

Member Data Documentation

◆ 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: