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// render shadow maps (for mobile shadow map rendering should happen before we render g-buffer).
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// on GCN it needs to be after to leverage async compute since we need the depth-buffer for optimal light list building.
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if(k_UseAsyncCompute) RenderShadowMaps(cullResults, loop); |
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if(k_UseAsyncCompute) |
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{ |
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RenderShadowMaps(cullResults, loop); |
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loop.SetupCameraProperties(camera); |
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} |
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// Push all global params
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var numDirLights = UpdateDirectionalLights(camera, cullResults.visibleLights); |
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