Table of Contents

Enum RenderingServer.ShadowQuality

Namespace
Godot
Assembly
GodotSharp.dll
public enum RenderingServer.ShadowQuality : long

Fields

Hard = 0

Lowest shadow filtering quality (fastest). Soft shadows are not available with this quality setting, which means the ShadowBlur property is ignored if LightSize and LightAngularDistance is 0.0.

Note: The variable shadow blur performed by LightSize and LightAngularDistance is still effective when using hard shadow filtering. In this case, ShadowBluris taken into account. However, the results will not be blurred, instead the blur amount is treated as a maximum radius for the penumbra.

Max = 6

Represents the size of the RenderingServer.ShadowQuality enum.

SoftHigh = 4

High low shadow filtering quality (slow). When using this quality setting, ShadowBlur is automatically multiplied by 1.5× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose LightSize or LightAngularDistance is 0.0).

SoftLow = 2

Low shadow filtering quality (fast).

SoftMedium = 3

Medium low shadow filtering quality (average).

SoftUltra = 5

Highest low shadow filtering quality (slowest). When using this quality setting, ShadowBlur is automatically multiplied by 2× to better make use of the high sample count. This increased blur also improves the stability of dynamic object shadows. This multiplier only applies to lights whose LightSize or LightAngularDistance is 0.0).

SoftVeryLow = 1

Very low shadow filtering quality (faster). When using this quality setting, ShadowBlur is automatically multiplied by 0.75× to avoid introducing too much noise. This division only applies to lights whose LightSize or LightAngularDistance is 0.0).