Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects.
Renders the entire scene's shadow map from an orthogonal point of view. This is the fastest directional shadow mode. May result in blurrier shadows on close objects.
Splits the view frustum in 2 areas, each with its own shadow map.
Splits the view frustum in 2 areas, each with its own shadow map. This shadow mode is a compromise between [constant SHADOW_ORTHOGONAL] and [constant SHADOW_PARALLEL_4_SPLITS] in terms of performance.
Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges.
Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. This mode typically works best in games where the camera will often move at high speeds, such as most racing games.