| ComputeDirectionalShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a directional light. |
| ComputePointShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a point light. |
| ComputeSpotShadowMatricesAndCullingPrimitives | Calculates the view and projection matrices and shadow split data for a spot light. |
| FillLightIndices | Fills a compute buffer with per-object light indices. |
| GetLightIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists. |
| GetLightIndicesCount | Gets the number of per-object light indices. |
| GetShadowCasterBounds | Returns the bounding box that encapsulates the visible shadow casters. Can be used to, for instance, dynamically adjust cascade ranges. |
| SetLightIndexMap | If a RenderPipeline sorts or otherwise modifies the VisibleLight list, an index remap will be necessary to properly make use of per-object light lists.
If an element of the array is set to -1, the light corresponding to that element will be disabled. |