AllocShadowRT(int, int, int, int, float, string)
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Allocate a Shadow Map
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ApplySliceTransform(ref ShadowSliceData, int, int)
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Used for baking bake cascade transforms in each shadow matrix.
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ExtractDirectionalLightMatrix(ref CullingResults, ref ShadowData, int, int, int, int, int, float, out Vector4, out ShadowSliceData)
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Extracts the directional light matrix.
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ExtractDirectionalLightMatrix(ref CullingResults, ref ShadowData, int, int, int, int, int, float, out Vector4, out ShadowSliceData, out Matrix4x4, out Matrix4x4)
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Extracts the directional light matrix.
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ExtractPointLightMatrix(ref CullingResults, ref ShadowData, int, CubemapFace, float, out Matrix4x4, out Matrix4x4, out Matrix4x4, out ShadowSplitData)
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Extracts the spot light matrix.
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ExtractSpotLightMatrix(ref CullingResults, ref ShadowData, int, out Matrix4x4, out Matrix4x4, out Matrix4x4, out ShadowSplitData)
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Extracts the spot light matrix.
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GetMaxTileResolutionInAtlas(int, int, int)
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Calculates the maximum tile resolution in an Atlas.
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GetShadowBias(ref VisibleLight, int, ref ShadowData, Matrix4x4, float)
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Calculates the depth and normal bias from a light.
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RenderShadowSlice(CommandBuffer, ref ScriptableRenderContext, ref ShadowSliceData, ref ShadowDrawingSettings)
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Renders shadows to a shadow slice.
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RenderShadowSlice(CommandBuffer, ref ScriptableRenderContext, ref ShadowSliceData, ref ShadowDrawingSettings, Matrix4x4, Matrix4x4)
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Renders shadows to a shadow slice.
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SetupShadowCasterConstantBuffer(CommandBuffer, ref VisibleLight, Vector4)
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Sets up the shadow bias, light direction and position for rendering.
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ShadowRTNeedsReAlloc(RTHandle, int, int, int, int, float, string)
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Return true if handle does not match the requirements
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ShadowRTReAllocateIfNeeded(ref RTHandle, int, int, int, int, float, string)
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Allocate a Shadow Map or re-allocate if it doesn't match requirements.
For use only if the map requirements changes at runtime.
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