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
FrameCleanup(CommandBuffer)
Cleanup any allocated data that was created during the execution of the pass.
Declaration
public override void FrameCleanup(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 |