private static float ComputeSizeFactor(LightShadowMapSize shadowMapSize) { // Then reduce the size based on the shadow map size var factor = (float)Math.Pow(2.0f, (int)shadowMapSize - 3.0f); return(factor); }
private static float ComputeSizeFactor(LightShadowImportance importance, LightShadowMapSize shadowMapSize) { // Calculate a basic factor from the importance of this shadow map var factor = importance == LightShadowImportance.High ? 2.0f : importance == LightShadowImportance.Medium ? 1.0f : 0.5f; // Then reduce the size based on the shadow map size factor *= (float)Math.Pow(2.0f, (int)shadowMapSize - 2.0f); return(factor); }