new(light:Light)
@:value(1)cascade:Int = 1
@:value(new h3d.Matrix())cascadeViewProj:Matrix = new h3d.Matrix()
@:value(0.0)castingMaxDist:Float = 0.0
@:value(false)debugShader:Bool = false
@:value(1.0)distributionPower:Float = 1.0
@:value(10.0)firstCascadeSize:Float = 10.0
@:value(false)highPrecision:Bool = false
@:value(-1.0)maxDist:Float = -1.0
Clamp the zFar of the frustum of the camera for bounds calculation
@:value(1)minPixelSize:Int = 1
@:value([])params:Array<CascadeParams> = []
@:value(0.15)transitionFraction:Float = 0.15
calcCascadeMatrices():Void
dynamiccustomCullPasses(passes:PassList, frustum:Frustum, i:Int, minSize:Float):Void
getCascadeOffset(i:Int):Vector4
getCascadeProj(i:Int):Matrix
getCascadeScale(i:Int):Vector4
getCascadeView(i:Int):Matrix
getCascadeViewProj(i:Int):Matrix
set_cascade(v:Int):Int
@:value(0.01)bias:Float = 0.01
blur:Blur
debug:Bool
@:value(true)enabled:Bool = true
@:value(None)mode:RenderMode = None
@:value(1.0)pcfScale:Float = 1.0
@:value(30.0)power:Float = 30.0
@:value(None)samplingKind:ShadowSamplingKind = None
read onlyshader:Shader
@:value(1024)size:Int = 1024
read onlyname:String
computeStatic(passes:PassList):Void
hasStaticShadow():Bool
loadStaticData(bytes:Bytes):Bool
saveStaticData():Bytes
setContext(ctx:RenderContext):Void