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[branch] if (lightData.shadowIndex >= 0) |
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{ |
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#ifdef _SURFACE_TYPE_TRANSPARENT |
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shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS); |
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#else |
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#ifdef USE_DEFERRED_DIRECTIONAL_SHADOWS |
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#else |
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shadow = GetDirectionalShadowAttenuation(lightLoopContext.shadowContext, positionWS, N, lightData.shadowIndex, L, posInput.positionSS); |
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#endif |
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#ifdef SHADOWS_SHADOWMASK |
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