/// <summary>
        /// Adds the shadow map texture to the budget of textures.
        /// </summary>
        /// <param name="shadowMapTexture">The shadow map texture.</param>
        /// <param name="filterType">The filtering that will be applied to this shadow.</param>
        protected void AddShadowMapTexture(ShadowMapTexture shadowMapTexture, LightShadowMapFilterType filterType)
        {
            if (filterType == LightShadowMapFilterType.Variance)
            {
                texturesVsm.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight);
                shadowMapVsmTextures.Add(shadowMapTexture);
            }
            else
            {
                texturesDefault.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight);
                shadowMapDefaultTextures.Add(shadowMapTexture);
            }

            InternalShadowMapTextures.Add(shadowMapTexture);
        }
        /// <summary>
        /// Adds the shadow map texture to the budget of textures.
        /// </summary>
        /// <param name="shadowMapTexture">The shadow map texture.</param>
        /// <param name="filterType">The filtering that will be applied to this shadow.</param>
        protected void AddShadowMapTexture(ShadowMapTexture shadowMapTexture, LightShadowMapFilterType filterType)
        {
            if (filterType == LightShadowMapFilterType.Variance)
            {
                texturesVsm.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight);
                shadowMapVsmTextures.Add(shadowMapTexture);
            }
            else
            {
                texturesDefault.Add(shadowMapTexture, shadowMapTexture.ShadowMapDepthTexture.ViewWidth * shadowMapTexture.ShadowMapDepthTexture.ViewHeight);
                shadowMapDefaultTextures.Add(shadowMapTexture);
            }

            InternalShadowMapTextures.Add(shadowMapTexture);
        }