/ContentSystem/Rendering/Helpers/ShadowType.cs
C# | 37 lines | 10 code | 3 blank | 24 comment | 0 complexity | 76fa160a5c4470e841b83107baf323d3 MD5 | raw file
Possible License(s): Apache-2.0
- namespace Delta.ContentSystem.Rendering.Helpers
- {
- /// <summary>
- /// Shadow type enum for the different shadow techniques implemented.
- /// </summary>
- public enum ShadowType
- {
- /// <summary>
- /// Simple shadow. No filtering is done, should only be used for very
- /// sharp shadows or if applying a blur filter later. Obviously the fastest
- /// way to generate shadows.
- /// </summary>
- Simple,
-
- /// <summary>
- /// Projection shadow, use shadow2DProj to get 4 Pixels in one swoop. This
- /// is faster if the hardware (like NVidia GPUs) supports this directly.
- /// </summary>
- Projection,
-
- /// <summary>
- /// Percentage-Closer Soft shadow with 16 pixels in a 4x4 area.
- /// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-1.5 pixels
- /// is usually a good distance, more like 2.0-3.0 works too, but is very
- /// experimental and needs a lot of tweaking and testing.
- /// </summary>
- PCF4X4,
-
- /// <summary>
- /// Percentage-Closer Soft shadow with 4 pixels in a 2x2 area.
- /// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-2.0 pixels
- /// is usually a good distance, more like 3.0 works too, but is very
- /// experimental and needs a lot of tweaking and testing.
- /// </summary>
- PCF2X2,
- }
- }