OptionaliblOptionallightOptionalshadowsOptionalshadowOptionaliblOptionalminPerceptual-roughness floor (Filament MIN_PERCEPTUAL_ROUGHNESS, ~0.045) —
suppresses specular aliasing on smooth surfaces. Mutable at runtime.
OptionalmultiApply screen-space AO per-lobe — multi-bounce GTAO on the diffuse term +
Lagarde specular occlusion on the specular term. false reverts to the
legacy flat * ao. Mutable at runtime. Default true.
OptionaldisableOptionalenableEnable aerial-perspective (atmospheric Rayleigh/Mie) fog. Opt-in — default
false, so a scene only gets aerial haze when it asks for it (and supplies
matching params via DeferredLightingPass.setAerialAtmosphere). See
DeferredLightingPass.updateLight.
OptionalaerialToward-sun unit vector used for aerial-perspective scattering, separate from
the key light. Supply the REAL sun here in scenes whose key light swaps to
moonlight at night, so the haze tracks the true sun and goes dark after
sunset instead of being lit by the moon. Defaults to -light.direction.
OptionaluseRead diffuse IBL from order-3 SH coefficients (IblTextures.shBuffer)
instead of the irradiance cube (the IBL_DIFFUSE_SH pass variant). Can be
flipped at runtime via DeferredLightingFeature.useSphericalHarmonics
(the feature lazily builds + caches both pass variants). Default false.
OptionalcontactScreen-space contact shadows for the sun. Omit / null to disable (default).
See DeferredLightingPass.setContactShadows. Mutable at runtime via
DeferredLightingFeature.contactShadows.
OptionalcookieDirectional light cookie (gobo) projected along the sun. Omit / null to
disable (default). See DeferredLightingPass.setCookie. Mutable at
runtime via DeferredLightingFeature.cookie (scroll its offset).
OptionalshadowDirectional shadow filtering. 'pcss' (default) is the contact-hardening
depth-comparison path. 'vsm' runs DirectionalVsmPass to bake a
filterable EVSM2 moment map and samples it via the Chebyshev bound —
constant-cost soft edges, MSAA/mip friendly, at the cost of some light
bleeding (reduced by shadowVsmBleed). Mutable at runtime.
OptionalshadowEVSM2 moment-map blur radius — scales the linear-sampling Gaussian kernel. Default 1.2; clamped to ~1.5 (past that the kernel skips texels and the edge stair-steps).
OptionalshadowEVSM2 light-bleed reduction in [0,1). Default 0.2.
OptionalshadowEVSM2 moment precision / memory trade-off — 'auto' (default), 'fp32'
(rg32float, best quality), or 'fp16' (rg16float, half memory, ≈ plain
VSM). See DirectionalVsmPass.create. Set at construction.
Override the light source. By default the feature reads the scene's first DirectionalLightComponent.