public Shadowmap(Device device) { TextureSize = 1024; //todo: make this a setting... CascadeCount = Math.Min(Settings.Default.ShadowCascades, 8); // 6; //use setting PCFSize = 3; PCFOffset = 0.000125f; //0.002f BlurBetweenCascades = 0.05f; ShadowVars = new GpuVarsBuffer <ShadowmapVars>(device); DepthTexture = DXUtility.CreateTexture2D(device, TextureSize * CascadeCount, TextureSize, 1, 1, Format.R32_Typeless, 1, 0, ResourceUsage.Default, BindFlags.DepthStencil | BindFlags.ShaderResource, 0, 0); DepthTextureSS = DXUtility.CreateSamplerState(device, TextureAddressMode.Border, new Color4(0.0f), Comparison.Less, Filter.ComparisonMinMagLinearMipPoint, 0, 0.0f, 0.0f, 0.0f); DepthTextureSRV = DXUtility.CreateShaderResourceView(device, DepthTexture, Format.R32_Float, ShaderResourceViewDimension.Texture2D, 1, 0, 0, 0); DepthTextureDSV = DXUtility.CreateDepthStencilView(device, DepthTexture, Format.D32_Float, DepthStencilViewDimension.Texture2D); Cascades = new List <ShadowmapCascade>(CascadeCount); for (int i = 0; i < CascadeCount; i++) { ShadowmapCascade c = new ShadowmapCascade(); c.Owner = this; c.Index = i; c.ZNear = 0.0f; c.ZFar = 1.0f; c.IntervalNear = 0.0f; c.IntervalFar = 1.0f; c.DepthRenderVP = new ViewportF() { Height = (float)TextureSize, Width = (float)TextureSize, MaxDepth = 1.0f, MinDepth = 0.0f, X = (float)(TextureSize * i), Y = 0, }; Cascades.Add(c); } DepthRenderRS = DXUtility.CreateRasterizerState(device, FillMode.Solid, CullMode.None, true, false, true, 0, 0.0f, 1.0f); DepthRenderDS = DXUtility.CreateDepthStencilState(device, true, DepthWriteMask.All); DepthRenderVP = new ViewportF(); DepthRenderVP.Height = (float)TextureSize; DepthRenderVP.Width = (float)TextureSize; DepthRenderVP.MaxDepth = 1.0f; DepthRenderVP.MinDepth = 0.0f; DepthRenderVP.X = 0; DepthRenderVP.Y = 0; graphicsMemoryUsage = (long)(TextureSize * TextureSize * CascadeCount * 4); }