CullingResults.ComputeDirectionalShadowMatricesAndCullingPrimitives
public bool ComputeDirectionalShadowMatricesAndCullingPrimitives(int activeLightIndex,
int splitIndex,
int splitCount,
Vector3 splitRatio,
int shadowResolution,
float shadowNearPlaneOffset,
out Matrix4x4 viewMatrix,
out Matrix4x4 projMatrix,
out Rendering.ShadowSplitData shadowSplitData);
Parameters
| activeLightIndex | The index into the active light array. | |
| splitIndex | The cascade index. | |
| splitCount | The number of cascades. | |
| splitRatio | The cascade ratios. | |
| shadowResolution | The resolution of the shadowmap. | |
| shadowNearPlaneOffset | The near plane offset for the light. | |
| viewMatrix | The computed view matrix. | |
| projMatrix | The computed projection matrix. | |
| shadowSplitData | The computed cascade data. |
Returns
bool If false, the shadow map for this cascade does not need to be rendered this frame.
Description 描述
Calculates the view and projection matrices and shadow split data for a directional light.
See Also: ShadowSplitData.