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    Class AdditionalLightsShadowCasterPass

    Renders a shadow map atlas for additional shadow-casting Lights.

    Inheritance
    object
    ScriptableRenderPass
    AdditionalLightsShadowCasterPass
    Inherited Members
    ScriptableRenderPass.renderPassEvent
    ScriptableRenderPass.colorAttachments
    ScriptableRenderPass.colorAttachment
    ScriptableRenderPass.depthAttachment
    ScriptableRenderPass.colorStoreActions
    ScriptableRenderPass.depthStoreAction
    ScriptableRenderPass.input
    ScriptableRenderPass.clearFlag
    ScriptableRenderPass.clearColor
    ScriptableRenderPass.profilingSampler
    ScriptableRenderPass.ConfigureInput(ScriptableRenderPassInput)
    ScriptableRenderPass.ConfigureColorStoreAction(RenderBufferStoreAction, uint)
    ScriptableRenderPass.ConfigureColorStoreActions(RenderBufferStoreAction[])
    ScriptableRenderPass.ConfigureDepthStoreAction(RenderBufferStoreAction)
    ScriptableRenderPass.ResetTarget()
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[], RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)
    ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier[])
    ScriptableRenderPass.ConfigureClear(ClearFlag, Color)
    ScriptableRenderPass.OnCameraSetup(CommandBuffer, ref RenderingData)
    ScriptableRenderPass.OnFinishCameraStackRendering(CommandBuffer)
    ScriptableRenderPass.Blit(CommandBuffer, RenderTargetIdentifier, RenderTargetIdentifier, Material, int)
    ScriptableRenderPass.Blit(CommandBuffer, ref RenderingData, Material, int)
    ScriptableRenderPass.CreateDrawingSettings(ShaderTagId, ref RenderingData, SortingCriteria)
    ScriptableRenderPass.CreateDrawingSettings(List<ShaderTagId>, ref RenderingData, SortingCriteria)
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: UnityEngine.Rendering.Universal.Internal
    Assembly: Unity.RenderPipelines.Universal.Runtime.dll
    Syntax
    public class AdditionalLightsShadowCasterPass : ScriptableRenderPass

    Constructors

    AdditionalLightsShadowCasterPass(RenderPassEvent)

    Declaration
    public AdditionalLightsShadowCasterPass(RenderPassEvent evt)
    Parameters
    Type Name Description
    RenderPassEvent evt

    Methods

    Configure(CommandBuffer, RenderTextureDescriptor)

    This method is called by the renderer before executing the render pass. Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures. If a render pass doesn't override this method, this render pass renders to the active Camera's render target. You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.

    Declaration
    public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
    Parameters
    Type Name Description
    CommandBuffer cmd

    CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.

    RenderTextureDescriptor cameraTextureDescriptor

    Render texture descriptor of the camera render target.

    Overrides
    ScriptableRenderPass.Configure(CommandBuffer, RenderTextureDescriptor)
    See Also
    ConfigureTarget(RenderTargetIdentifier, RenderTargetIdentifier)
    ConfigureClear(ClearFlag, Color)

    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
    ScriptableRenderPass.Execute(ScriptableRenderContext, ref RenderingData)

    GetShadowLightIndexFromLightIndex(int)

    Declaration
    public int GetShadowLightIndexFromLightIndex(int visibleLightIndex)
    Parameters
    Type Name Description
    int visibleLightIndex
    Returns
    Type Description
    int

    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 should 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
    ScriptableRenderPass.OnCameraCleanup(CommandBuffer)

    Setup(ref RenderingData)

    Declaration
    public bool Setup(ref RenderingData renderingData)
    Parameters
    Type Name Description
    RenderingData renderingData
    Returns
    Type Description
    bool
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