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Merge pull request #233 from ninjamike1211/main
refactor: Directives: move constants and shaders.properties out of Di…
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src/content/docs/reference/Constants/shadowDistanceRenderMul.mdx
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Original file line number | Diff line number | Diff line change |
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--- | ||
title: shadowDistanceRenderMul | ||
description: shadowDistanceRenderMul | ||
sidebar: | ||
label: shadowDistanceRenderMul | ||
order: 3 | ||
--- | ||
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### `const float shadowDistanceRenderMul = -1.0;` | ||
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#### Location: any glsl file | ||
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Sets the culling distance multiplier for the [shadow pass](/reference/programs/shadow). | ||
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By default this value is `-1`, which means geometry outside the [`shadowDistance`](/reference/constants/shadowdistance) are not culled. Setting this to a positive value applies culling to geometry outside `shadowDistance * shadowDistanceRenderMul` blocks from the camera. For example, `1.0` culls outside [`shadowDistance`](/reference/constants/shadowdistance), `0.5` culls outside half of [`shadowDistance`](/reference/constants/shadowdistance), and `2.0` culls outside twice [`shadowDistance`](/reference/constants/shadowdistance). `shadowDistanceRenderMul` has no effect on the scale of geometry in the [shadow pass](/reference/programs/shadow). |
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--- | ||
title: voxelDistance | ||
description: voxelDistance | ||
sidebar: | ||
label: voxelDistance | ||
order: 3 | ||
badge: | ||
text: Iris Only | ||
variant: tip | ||
--- | ||
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### `const float voxelDistance = 160.0;` | ||
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#### Location: composite, deferred, final, prepare | ||
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Setting [`shadow.culling = reversed`](/reference/shadersproperties/shadow_culling) in shaders.properties will create an area around the player where geometry in the shadow pass will not be culled. Outside this area, geometry will be culled as if shadow culling was enabled. This "unculled" distance is controled with `const float voxelDistance`, and the culled distance is controlled as normal with `const float shadowDistance` (and cannot be lower than `voxelDistance`). This feature is intended for packs which utilize both voxelization and a shadow map. | ||
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It is also recommended (but not required) to use the feature flag [`REVERSED_CULLING`](/reference/shadersproperties/flags) to avoid compatibility issues with older Iris versions. |
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