Version: 2018.3 (switch to 2019.1)
LanguageEnglish
  • C#
Experimental: this API is experimental and might be changed or removed in the future.

CullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public bool ComputeDirectionalShadowMatricesAndCullingPrimitives(int activeLightIndex, int splitIndex, int splitCount, Vector3 splitRatio, int shadowResolution, float shadowNearPlaneOffset, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out Experimental.Rendering.ShadowSplitData shadowSplitData);

Parameters

activeLightIndexThe index into the active light array.
splitIndexThe cascade index.
splitCountThe number of cascades.
splitRatioThe cascade ratios.
shadowResolutionThe resolution of the shadowmap.
shadowNearPlaneOffsetThe near plane offset for the light.
viewMatrixThe computed view matrix.
projMatrixThe computed projection matrix.
shadowSplitDataThe computed cascade data.

Returns

bool If false, the shadow map for this cascade does not need to be rendered this frame.

Description

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

See Also: ShadowSplitData.

Did you find this page useful? Please give it a rating: