# prefer32BitShadowMaps

> Whether Unity should try to use 32-bit shadow maps, where possible.

## Definition

* **Type:** Field
* **Namespace:** [UnityEditor.Rendering](/engine/6000.6/script-reference/unityeditor/rendering.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public bool prefer32BitShadowMaps
```

### Remarks

Most platforms have a fixed shadow map format that you cannot adjust. These vary in format, and can be 16-bit, 24-bit, or 32-bit, and can also be either float or integer based.

However, when you are targeting PlayStation®4 or platforms using DirectX 11 or DirectX 12, you can choose whether Unity should use a 16-bit or 32-bit float shadow map.

32-bit shadow maps give higher quality shadows than 16-bit, but they will use increased memory and bandwidth on the GPU.

In addition, 32-bit shadow maps can only be used if the [depth buffer](/engine/6000.6/script-reference/unityengine/display/depthbuffer.md) is also set to 32-bit.
