Legacy Documentation: Version 2018.2 (Go to current version)
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Experimental: this API is experimental and might be changed or removed in the future.


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public bool ComputePointShadowMatricesAndCullingPrimitives(int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out Experimental.Rendering.ShadowSplitData shadowSplitData);


activeLightIndexThe index into the active light array.
cubemapFaceThe cubemap face to be rendered.
fovBiasThe amount by which to increase the camera FOV above 90 degrees.
viewMatrixThe computed view matrix.
projMatrixThe computed projection matrix.
shadowSplitDataThe computed split data.


bool If false, the shadow map for this light and cubemap face does not need to be rendered this frame.


Calculates the view and projection matrices and shadow split data for a point light.

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