Inherits AZ::ComponentConfig.
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| AZ_RTTI (DirectionalLightComponentConfig, "EB01B835-F9FE-4FF0-BDC4-455462BFE769", ComponentConfig) |
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const char * | GetIntensitySuffix () const |
| Returns characters for a suffix for the light type including a space. " lm" for lumens for example.
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float | GetIntensityMin () const |
| Returns the minimum intensity value allowed depending on the m_intensityMode.
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float | GetIntensityMax () const |
| Returns the maximum intensity value allowed depending on the m_intensityMode.
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float | GetIntensitySoftMin () const |
| Returns the minimum intensity value for UI depending on the m_intensityMode, but users may still type in a lesser value depending on GetIntensityMin().
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float | GetIntensitySoftMax () const |
| Returns the maximum intensity value for UI depending on the m_intensityMode, but users may still type in a greater value depending on GetIntensityMin().
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bool | IsSplitManual () const |
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bool | IsSplitAutomatic () const |
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bool | IsShadowDisabled () const |
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bool | IsCascadeCorrectionDisabled () const |
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bool | IsShadowFilteringDisabled () const |
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bool | IsShadowPcfDisabled () const |
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bool | IsEsmDisabled () const |
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AZ::Crc32 | UpdateCascadeFarDepths () |
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static void | Reflect (ReflectContext *context) |
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◆ m_cascadeFarDepths
AZ::Vector4 AZ::Render::DirectionalLightComponentConfig::m_cascadeFarDepths |
Initial value:{
}
float m_shadowFarClipDistance
Far depth clips for shadows.
Definition: DirectionalLightComponentConfig.h:64
Far depth for each cascade. Note that near depth of a cascade equals the far depth of the previous cascade. This is valid only when m_shadowmapFrustumSplitIsAutomatic = false.
◆ m_filteringSampleCount
uint16_t AZ::Render::DirectionalLightComponentConfig::m_filteringSampleCount = 32 |
Sample Count for filtering (from 4 to 64) It is used only when the pixel is predicted as on the boundary.
◆ m_fullscreenBlurDepthFalloffStrength
float AZ::Render::DirectionalLightComponentConfig::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
◆ m_groundHeight
float AZ::Render::DirectionalLightComponentConfig::m_groundHeight = 0.f |
Height of camera from the ground. The position of view frustum is corrected using cameraHeight to get better quality of shadow around the area close to the camera. To enable the correction, m_isCascadeCorrectionEnabled=true is required.
◆ m_isCascadeCorrectionEnabled
bool AZ::Render::DirectionalLightComponentConfig::m_isCascadeCorrectionEnabled = false |
Flag specifying whether view frustum positions are corrected. The calculation of it is caused when the position of configuration of the camera is changed.
◆ m_isShadowmapFrustumSplitAutomatic
bool AZ::Render::DirectionalLightComponentConfig::m_isShadowmapFrustumSplitAutomatic = true |
Flag to switch splitting of shadowmap frustum to cascades automatically or not. If true, m_shadowmapFrustumSplitSchemeRatio is used. If false, m_cascadeFarDepths is used.
◆ m_receiverPlaneBiasEnabled
bool AZ::Render::DirectionalLightComponentConfig::m_receiverPlaneBiasEnabled = true |
Whether not to enable the receiver plane bias. This uses partial derivatives to reduce shadow acne when using large pcf kernels.
◆ m_shadowmapFrustumSplitSchemeRatio
float AZ::Render::DirectionalLightComponentConfig::m_shadowmapFrustumSplitSchemeRatio = 0.9f |
Ratio to lerp between the two types of frustum splitting scheme. 0 = Uniform scheme which will split the Frustum evenly across all cascades. 1 = Logarithmic scheme which is designed to split the frustum in a logarithmic fashion in order to enable us to produce a more optimal perspective aliasing across the frustum. This is valid only when m_shadowmapFrustumSplitIsAutomatic = true.
The documentation for this struct was generated from the following file:
- Gems/AtomLyIntegration/CommonFeatures/Code/Include/AtomLyIntegration/CommonFeatures/CoreLights/DirectionalLightComponentConfig.h