Enum ScyllaShadowResolution
Defines pipeline-agnostic shadow map resolution levels for per-light shadow configuration within the Scylla framework. This enum provides a unified abstraction over the different shadow resolution settings offered by Unity's render pipelines, allowing light configuration to remain portable across pipeline changes.
Namespace: Scylla.Core
Assembly: ScyllaCore.dll
Syntax
public enum ScyllaShadowResolution
Remarks
When using the Built-in pipeline, values map to UnityEngine.LightShadowResolution.
When using HDRP, values map to pixel-based shadow atlas tile sizes on
HDAdditionalLightData. URP does not natively support per-light shadow resolution
control; shadow map size is determined globally by the URP asset's shadow settings. On URP,
this enum value is stored but has no runtime effect unless a custom shadow pass is used.
Higher resolutions produce sharper shadow edges and finer shadow detail but consume more GPU memory and shadow atlas space. The pixel values listed for each level are typical mappings; actual resolution may vary depending on the pipeline's shadow atlas configuration.
Fields
| Name | Description |
|---|---|
| High | High shadow map resolution, typically mapping to a 1024x1024 pixel shadow atlas tile. Produces noticeably sharper shadow edges with finer detail, at an increased GPU memory and rendering cost. Suitable for primary directional lights or key lights that cast prominent shadows visible to the player. |
| Low | Low shadow map resolution, typically mapping to a 256x256 pixel shadow atlas tile. Produces the softest, least-detailed shadows but provides the best performance and lowest GPU memory usage. Suitable for distant lights, fill lights, or performance- constrained platforms where shadow detail is less important. |
| Medium | Medium shadow map resolution, typically mapping to a 512x512 pixel shadow atlas tile. Provides a balanced trade-off between shadow sharpness and GPU cost. Suitable for most secondary lights in a scene where reasonable shadow quality is desired without significant performance overhead. |
| VeryHigh | Very high shadow map resolution, typically mapping to a 2048x2048 pixel shadow atlas tile. Provides the sharpest shadows with the finest detail but at the highest GPU memory and performance cost. Recommended only for hero lights in cinematic scenes or close-up shots where shadow quality is critical to the visual presentation. |