Class MainLightShadowCasterPass
Renders a shadow map for the main Light.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class MainLightShadowCasterPass : ScriptableRenderPass
Constructors
Name | Description |
---|---|
MainLightShadowCasterPass(RenderPassEvent) | Creates a new |
Methods
Name | Description |
---|---|
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 |
Dispose() | Cleans up resources used by the pass. |
Execute(ScriptableRenderContext, ref RenderingData) | Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation |
Setup(ref RenderingData) | Sets up the pass. |