2 using SiliconStudio.Paradox.Effects.Modules;
3 using SiliconStudio.Paradox.Graphics;
4 using SiliconStudio.Core.Mathematics;
6 namespace SiliconStudio.
Paradox.Effects
22 Parameters.AddSources(light.Parameters);
25 CasterParameters.AddSources(Parameters);
26 ShadowDistance = 1000.0f;
36 public int ShadowMapSize {
get; set; }
40 get {
return Parameters.TryGet(ShadowMapKeys.Texture); }
41 set { Parameters.Set(ShadowMapKeys.Texture, value); }
53 public float ShadowDistance
55 get {
return Parameters.TryGet(ShadowMapKeys.DistanceMax); }
56 set { Parameters.Set(ShadowMapKeys.DistanceMax, value); }
77 public Vector4[] TextureCoordsBorder {
get; set; }
84 internal int LevelCount
92 internal RenderPass[] Passes {
get; set; }
94 internal RenderTargetsPlugin[] Plugins {
get; set; }
96 internal ParameterCollection CasterParameters {
get; set; }
100 Filter = initializeFilter(
this);
Represents a four dimensional mathematical vector.
CascadeShadowMapLevel
Level defined for a cascade shadow map.
ShadowMap SetFilter(Func< ShadowMap, ShadowMapFilter > initializeFilter)
ShadowMap(DirectionalLight light)
A container to handle a hierarchical collection of effect variables.
Base class for texture resources.