Class HDCachedShadowManager | High Definition RP | 9.0.0-preview.71
docs.unity3d.com
    Show / Hide Table of Contents

    Class HDCachedShadowManager

    The class responsible to handle cached shadow maps (shadows with Update mode set to OnEnable or OnDemand).

    Inheritance
    Object
    HDCachedShadowManager
    Namespace: UnityEngine.Rendering.HighDefinition
    Syntax
    public class HDCachedShadowManager

    Properties

    instance

    Declaration
    public static HDCachedShadowManager instance { get; }
    Property Value
    Type Description
    HDCachedShadowManager

    Methods

    DefragAtlas(HDLightType)

    If a light is added after a scene is loaded, its placement in the atlas might be not optimal and the suboptimal placement might prevent a light to find a place in the atlas. This function will force a defragmentation of the atlas containing lights of type lightType and redistributes the shadows inside so that the placement is optimal. Note however that this will also mark the shadow maps as dirty and they will be re-rendered as soon the light will come into view for the first time after this function call.

    Declaration
    public void DefragAtlas(HDLightType lightType)
    Parameters
    Type Name Description
    HDLightType lightType

    The type of the light contained in the atlas that need defragmentation.

    ForceEvictLight(HDAdditionalLightData)

    This function can be used to evict a light from its atlas. The slots occupied by such light will be available to be occupied by other shadows. Note that eviction happens automatically upon light destruction and, if lightData.preserveCachedShadow is false, upon disabling of the light.

    Declaration
    public void ForceEvictLight(HDAdditionalLightData lightData)
    Parameters
    Type Name Description
    HDAdditionalLightData lightData

    The light to evict from the atlas.

    ForceRegisterLight(HDAdditionalLightData)

    This function can be used to register a light to the cached shadow system if not already registered. It is necessary to call this function if a light has been evicted with ForceEvictLight and it needs to be registered again. Please note that a light is automatically registered when enabled or when the shadow update changes from EveryFrame to OnDemand or OnEnable.

    Declaration
    public void ForceRegisterLight(HDAdditionalLightData lightData)
    Parameters
    Type Name Description
    HDAdditionalLightData lightData

    The light to register.

    WouldFitInAtlas(Int32, HDLightType)

    This function verifies if a shadow map of resolution shadowResolution for a light of type lightType would fit in the atlas when inserted.

    Declaration
    public bool WouldFitInAtlas(int shadowResolution, HDLightType lightType)
    Parameters
    Type Name Description
    Int32 shadowResolution

    The resolution of the hypothetical shadow map that we are assessing.

    HDLightType lightType

    The type of the light that cast the hypothetical shadow map that we are assessing.

    Returns
    Type Description
    Boolean

    True if the shadow map would fit in the atlas, false otherwise.

    Back to top
    Copyright © 2023 Unity Technologies — Terms of use
    • Legal
    • Privacy Policy
    • Cookies
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)
    "Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
    Generated by DocFX on 18 October 2023