// Nothing to do for this implementation here, as the atlas is reconstructed each frame, instead of keeping state across frames
}
override public void DisplayShadowMap ( ScriptableRenderContext renderContext , Vector4 scaleBias , uint slice , float screenX , float screenY , float screenSizeX , float screenSizeY )
override public void DisplayShadowMap ( ScriptableRenderContext renderContext , Vector4 scaleBias , uint slice , float screenX , float screenY , float screenSizeX , float screenSizeY , float minValue , float maxValue )
Vector4 validRange = new Vector4 ( minValue , 1.0f / ( maxValue - minValue ) ) ;
propertyBlock . SetVector ( "_ValidRange" , validRange ) ;
debugCB . SetViewport ( new Rect ( screenX , screenY , screenSizeX , screenSizeY ) ) ;
debugCB . DrawProcedural ( Matrix4x4 . identity , m_DebugMaterial , m_DebugMaterial . FindPass ( "REGULARSHADOW" ) , MeshTopology . Triangles , 3 , 1 , propertyBlock ) ;
base . PostUpdate ( frameId , cb , rendertargetSlice , lights ) ;
}
override public void DisplayShadowMap ( ScriptableRenderContext renderContext , Vector4 scaleBias , uint slice , float screenX , float screenY , float screenSizeX , float screenSizeY )
override public void DisplayShadowMap ( ScriptableRenderContext renderContext , Vector4 scaleBias , uint slice , float screenX , float screenY , float screenSizeX , float screenSizeY , float minValue , float maxValue )
Vector4 validRange = new Vector4 ( minValue , 1.0f / ( maxValue - minValue ) ) ;
propertyBlock . SetVector ( "_ValidRange" , validRange ) ;
debugCB . SetViewport ( new Rect ( screenX , screenY , screenSizeX , screenSizeY ) ) ;
debugCB . DrawProcedural ( Matrix4x4 . identity , m_DebugMaterial , m_DebugMaterial . FindPass ( "VARIANCESHADOW" ) , MeshTopology . Triangles , 3 , 1 , propertyBlock ) ;
}
}
public override void DisplayShadow ( ScriptableRenderContext renderContext , int shadowRequestIndex , uint faceIndex , float screenX , float screenY , float screenSizeX , float screenSizeY )
public override void DisplayShadow ( ScriptableRenderContext renderContext , int shadowRequestIndex , uint faceIndex , float screenX , float screenY , float screenSizeX , float screenSizeY , float minValue , float maxValue )
{
if ( m_ShadowIndices . Count ( ) = = 0 )
return ;
ShadowData faceData = shadowDatas [ ( uint ) ( m_ShadowIndices [ index ] + offset + faceIndex ) ] ;
uint texID , samplerID , slice ;
faceData . UnpackShadowmapId ( out texID , out samplerID , out slice ) ;
m_Shadowmaps [ texID ] . DisplayShadowMap ( renderContext , faceData . scaleOffset , slice , screenX , screenY , screenSizeX , screenSizeY ) ;
m_Shadowmaps [ texID ] . DisplayShadowMap ( renderContext , faceData . scaleOffset , slice , screenX , screenY , screenSizeX , screenSizeY , minValue , maxValue ) ;
public override void DisplayShadowMap ( ScriptableRenderContext renderContext , uint shadowMapIndex , uint sliceIndex , float screenX , float screenY , float screenSizeX , float screenSizeY )
public override void DisplayShadowMap ( ScriptableRenderContext renderContext , uint shadowMapIndex , uint sliceIndex , float screenX , float screenY , float screenSizeX , float screenSizeY , float minValue , float maxValue )
m_Shadowmaps [ index ] . DisplayShadowMap ( renderContext , new Vector4 ( 1.0f , 1.0f , 0.0f , 0.0f ) , sliceIndex , screenX , screenY , screenSizeX , screenSizeY ) ;
m_Shadowmaps [ index ] . DisplayShadowMap ( renderContext , new Vector4 ( 1.0f , 1.0f , 0.0f , 0.0f ) , sliceIndex , screenX , screenY , screenSizeX , screenSizeY , minValue , maxValue ) ;
}
public override void SyncData ( )