|
|
|
|
|
|
// modify
|
|
|
|
Matrix4x4 vp, invvp; |
|
|
|
if( sr.shadowType == GPUShadowType.Point ) |
|
|
|
vp = ShadowUtils.ExtractPointLightMatrix( lights[sr.index], key.faceIdx, 2.0f, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData ); |
|
|
|
vp = ShadowUtils.ExtractPointLightMatrix( lights[sr.index], key.faceIdx, 4.0f, out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData ); |
|
|
|
else if( sr.shadowType == GPUShadowType.Spot ) |
|
|
|
vp = ShadowUtils.ExtractSpotLightMatrix( lights[sr.index], out ce.current.view, out ce.current.proj, out invvp, out ce.current.lightDir, out ce.current.splitData ); |
|
|
|
else if( sr.shadowType == GPUShadowType.Directional ) |
|
|
|