ShadowAtlasConfig Type
Configuration for the shadow atlas system.
This configuration controls both the atlas texture layout and shadow rendering behavior. Some fields are only used by the forward pipeline implementation. Other pipelines may ignore these fields or use different strategies.
Record fields
| Record Field |
Description
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Full Usage:
DirectionalLightDistance
Field type: float32 voption
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Distance to place directional light camera behind the shadow origin. Default: 100. Larger values capture more of the scene but reduce shadow precision. Typical range: 50-200 units.
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Full Usage:
DirectionalLightSize
Field type: float32 voption
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Half-size of directional light orthographic projection. Default: 50. Controls the coverage area of directional shadows. Larger values cast shadows over a wider area but reduce resolution. Typical range: 20-100 units.
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Full Usage:
DirectionalOriginY
Field type: float32
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Fixed world-space Y for the directional shadow frustum origin. Default: 0. Locking the shadow origin's Y prevents the shadow frustum from sliding vertically when the camera target moves up/down (e.g., the player jumps). Override this if your scene's ground level is not at Y=0.
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Full Usage:
GridSnapSize
Field type: float32
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Grid snap size for shadow origin to reduce flickering. Default: 2.0. Snaps the shadow origin to a grid to prevent shadow shimmer as the camera moves. Larger values = more stable but less precise shadows. Set to 0 to disable snapping. Typical range: 1.0-5.0 units.
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Full Usage:
MaxCasters
Field type: int
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Maximum number of shadow casters. Must be perfect square (4, 9, 16, 25, 36).
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Strategy for determining shadow map origin. Default: CameraTarget. Controls where directional light shadows are centered. CameraTarget works well for third-person games where the camera follows a player. SceneCenter works for fixed scenes. Use Custom for first-person or special cases.
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Full Usage:
Resolution
Field type: int
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Resolution of the atlas texture (square). Default 2048.
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Mibo