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public List<LightData> lights; |
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public List<EnvLightData> envLights; |
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public List<ShadowData> shadows; |
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public Vector4[] directionalShadowSplitSphereSqr; |
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public List<SFiniteLightBound> bounds; |
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public List<LightVolumeData> lightVolumes; |
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lights = new List<LightData>(); |
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envLights = new List<EnvLightData>(); |
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shadows = new List<ShadowData>(); |
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directionalShadowSplitSphereSqr = new Vector4[k_MaxCascadeCount]; |
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bounds = new List<SFiniteLightBound>(); |
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lightVolumes = new List<LightVolumeData>(); |
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cmd.SetGlobalBuffer(HDShaderIDs._EnvLightDatas, s_EnvLightDatas); |
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cmd.SetGlobalInt(HDShaderIDs._EnvLightCount, m_lightList.envLights.Count); |
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cmd.SetGlobalBuffer(HDShaderIDs._ShadowDatas, s_shadowDatas); |
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cmd.SetGlobalVectorArray(HDShaderIDs._DirShadowSplitSpheres, m_lightList.directionalShadowSplitSphereSqr); |
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cmd.SetGlobalInt(HDShaderIDs._NumTileFtplX, GetNumTileFtplX(camera)); |
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cmd.SetGlobalInt(HDShaderIDs._NumTileFtplY, GetNumTileFtplY(camera)); |
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