Class AdditionalLightsShadowCasterPass
Renders a shadow map atlas for additional shadow-casting Lights.
Inherited Members
Namespace: UnityEngine.Rendering.Universal.Internal
Assembly: Unity.RenderPipelines.Universal.Runtime.dll
Syntax
public class AdditionalLightsShadowCasterPass : ScriptableRenderPass
Constructors
AdditionalLightsShadowCasterPass(RenderPassEvent)
Creates a new AdditionalLightsShadowCasterPass
instance.
Declaration
public AdditionalLightsShadowCasterPass(RenderPassEvent evt)
Parameters
Type | Name | Description |
---|---|---|
RenderPassEvent | evt | The |
See Also
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
See Also
Dispose()
Cleans up resources used by the pass.
Declaration
public void Dispose()
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
GetShadowLightIndexFromLightIndex(int)
Gets the additional light index from the global visible light index, which is used to index arrays _AdditionalLightsPosition, _AdditionalShadowParams, etc.
Declaration
public int GetShadowLightIndexFromLightIndex(int visibleLightIndex)
Parameters
Type | Name | Description |
---|---|---|
int | visibleLightIndex | The index of the visible light. |
Returns
Type | Description |
---|---|
int | The additional light index. |
Setup(ref RenderingData)
Sets up the pass.
Declaration
public bool Setup(ref RenderingData renderingData)
Parameters
Type | Name | Description |
---|---|---|
RenderingData | renderingData |
Returns
Type | Description |
---|---|
bool |