ShadowResult Type
The shadow pass output for a frame: the atlas texture + the packed shadow-sampling uniforms a shader consumes. ShadowResult.Atlas is the depth atlas (sampler slot 5, PointClamp); the arrays are already sized to the active caster count.
Built by ShadowPass.run; ValueNone when no shadow-casting light exists or
DepthShadow.fx is unavailable. A custom/user effect opts into shadows by declaring these
uniforms (by name) — see SceneUpload.uploadToEffect.
Record fields
| Record Field |
Description
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Full Usage:
ActiveCasterCount
Field type: int
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The number of active caster regions (the live length of the packed arrays).
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The shadow depth atlas (R32F). Bind to sampler slot 5 with PointClamp.
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Full Usage:
Biases
Field type: float32[]
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The per-caster receiver-side bias (
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Full Usage:
DirLightCastsShadows
Field type: bool
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Whether the directional light casts shadows (the
|
Full Usage:
PointLightShadowIdx
Field type: int[]
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The per-point-light shadow atlas slot (-1 = no shadow), indexed by PointLights position.
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Full Usage:
SpotLightShadowIdx
Field type: int[]
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The per-spot-light shadow atlas slot (-1 = no shadow), indexed by SpotLights position.
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Full Usage:
TexelSize
Field type: float32
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The packed
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The packed
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Mibo