Class MainLightShadowCasterPass
Renders a shadow map for the main Light.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Syntax
public class MainLightShadowCasterPass : ScriptableRenderPass
Constructors
MainLightShadowCasterPass(RenderPassEvent)
Declaration
public MainLightShadowCasterPass(RenderPassEvent evt)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt |
Methods
Configure(CommandBuffer, RenderTextureDescriptor)
Declaration
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | |
RenderTextureDescriptor | cameraTextureDescriptor |
Overrides
Execute(ScriptableRenderContext, ref RenderingData)
Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
Declaration
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
ScriptableRenderContext | context | Use this render context to issue any draw commands during execution |
RenderingData | renderingData | Current rendering state information |
Overrides
OnCameraCleanup(CommandBuffer)
Called upon finish rendering a camera. You can use this callback to release any resources created by this render pass that need to be cleanup once camera has finished rendering. This method be called for all cameras in a camera stack.
Declaration
public override void OnCameraCleanup(CommandBuffer cmd)
Parameters
Type | Name | Description |
---|---|---|
CommandBuffer | cmd | Use this CommandBuffer to cleanup any generated data |
Overrides
Setup(ref RenderingData)
Declaration
public bool Setup(ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
RenderingData | renderingData |
Returns
Type | Description |
---|---|
Boolean |