ProtectedconstructorOptionalisInternalConstructor: booleanNumber of cascades to use for directional shadows. Higher number of cascades increases shadow quality as each individual cascade has less area to cover, but can significantly increase performance cost, as well as a minor increase in memory cost. Valid range is roughly [1, 6].
Allows you to control how are directional shadow cascades distributed. Value of 1 means the cascades will be linearly split, each cascade taking up the same amount of space. Value of 2 means each subsequent split will be twice the size of the previous one (meaning cascades closer to the viewer cover a smaller area, and therefore yield higher resolution shadows). Higher values increase the size disparity between near and far cascades at an exponential rate. Valid range is roughly [1, 4].
Maximum distance that directional light shadows are allowed to render at. Decreasing the distance can yield higher quality shadows nearer to the viewer, as the shadow map resolution isn't being used up on far away portions of the scene. In world units (meters).
Determines if shadows cast by lights should be rendered. Only relevant if lighting is turned on.
Determines the number of samples used for percentage closer shadow map filtering. Higher values yield higher quality shadows, at the cost of performance. Valid range is [1, 4].
Scales the resolution of the shadow maps up or down. Only relevant for shadows that have dynamic (i.e. non-fixed) resolution enabled.
Marks the object as dirty.
Flags specifying what kind of member was changed.
Allows modifying this object multiple times in a row in a scope, without marking the object dirty immediately. Dirty flags are accumulated and the object is marked dirty at the end.
The scope where the object is modified.
Class that notifies its parent
ManagedSettignsorManagedSubSettingsobject when one of its members changes.