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public void Slider( ref int currentVal ) { currentVal = ShadowUtils.Asint( ValScale * UnityEditor.EditorGUILayout.Slider( Name, ShadowUtils.Asfloat( currentVal ) / ValScale, ValMin, ValMax ) ); } |
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public int Default() { return ShadowUtils.Asint( ValScale * ValDef ); } |
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} |
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readonly ValRange m_DefPCF_DepthBias = new ValRange( "Depth Bias", 0.0f, 0.05f, 1.0f, 00.1f ); |
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readonly ValRange m_DefPCF_DepthBias = new ValRange( "Depth Bias", 0.0f, 0.05f, 1.0f, 000.1f ); |
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readonly ValRange m_DefPCF_FilterSize = new ValRange( "Filter Size", 1.0f, 1.0f, 10.0f, 1.0f ); |
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// set light specific values that are not related to the shadowmap
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GPUShadowType shadowtype; |
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ShadowUtils.MapLightType( ald.archetype, vl.lightType, out sd.lightType, out shadowtype ); |
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sd.bias = SystemInfo.usesReversedZBuffer ? l.shadowBias : -l.shadowBias; |
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// current bias value range is way too large, so scale by 0.01 for now until we've decided whether to actually keep this value or not.
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sd.bias = 0.01f * (SystemInfo.usesReversedZBuffer ? l.shadowBias : -l.shadowBias); |
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sd.normalBias = l.shadowNormalBias; |
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shadowIndices.AddUnchecked( (int) shadowDatas.Count() ); |
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