unreal.CompositeLayerSingleLightShadow¶
- class unreal.CompositeLayerSingleLightShadow(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer that catches shadows cast by registered actors from a single specified light.
Uses classic shadow-map percentage-closer filtering (5x5 by default, no cascades). Implemented with custom render passes for minimal performance cost.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerSingleLightShadow.h
Editor Properties: (see get_editor_property/set_editor_property)
automatic_bounds(bool): [Read-Write] When enable, the shadow map render transform and orthographic width are automatically derived from the selected meshes and light angle. When disabled, the shadow map transform is copied from the light transform, which should be piloted to align with shadow casting geometry.display_name(str): [Read-Write] The display name of the passis_enabled(bool): [Read-Write] Whether or not the pass is active.layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.light(Light): [Read-Write] The reference light, whose direction or exact transform will by used to render a shadow map.Only directional lights are currently supported.
name(str): [Read-Write] Deprecated layer display name, use UCompositePassBase::DisplayName. deprecated: Use DisplayName instead.operation(CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.orthographic_width(float): [Read-Write] The desired width (in world units) of the shadow map view (ignored if light is not directional). Reduce size to only contain the shadow casting geometry in view of the light.render_target_resolution(IntPoint): [Read-Write] Render target resolution for the scene depth capture.shadow_bias(float): [Read-Write] deprecated: Shadow Bias is now deprecated.shadow_casting_actors(Array[Actor]): [Read-Write] List of shadow casting actors (required).shadow_map_resolution(int32): [Read-Write] Resolution of the shadow map texture. Lower resolutions will cause more blurry shadows.shadow_strength(float): [Read-Write] Basic shadow strength multiplier, from 0 to 1.
- property automatic_bounds: bool¶
[Read-Write] When enable, the shadow map render transform and orthographic width are automatically derived from the selected meshes and light angle. When disabled, the shadow map transform is copied from the light transform, which should be piloted to align with shadow casting geometry.
- Type:
(bool)
- property light: Light¶
[Read-Write] The reference light, whose direction or exact transform will by used to render a shadow map.
Only directional lights are currently supported.
- Type:
(Light)
- property orthographic_width: float¶
[Read-Write] The desired width (in world units) of the shadow map view (ignored if light is not directional). Reduce size to only contain the shadow casting geometry in view of the light.
- Type:
(float)
- property render_target_resolution: IntPoint¶
[Read-Write] Render target resolution for the scene depth capture.
- Type:
(IntPoint)