|
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|
|
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int requestIdx = shadowRequests[i]; |
|
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|
VisibleLight vl = lights[requestIdx]; |
|
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|
int facecount = 0; |
|
|
|
GPUShadowType shadowType = GetShadowLightType( vl.light ); |
|
|
|
GPUShadowType shadowType = GPUShadowType.Point; |
|
|
|
bool add = shadowType != GPUShadowType.Unknown && (distToCam < asd.shadowFadeDistance || vl.lightType == LightType.Directional) && m_ShadowSettings.enabled; |
|
|
|
bool add = (distToCam < asd.shadowFadeDistance || vl.lightType == LightType.Directional) && m_ShadowSettings.enabled; |
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|
|
|
|
|
|
if( add ) |
|
|
|
{ |
|
|
|
|
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|
add = --m_MaxShadows[(int)GPUShadowType.Directional, 0] >= 0; |
|
|
|
shadowType = GPUShadowType.Directional; |
|
|
|
shadowType = GPUShadowType.Point; |
|
|
|
shadowType = GPUShadowType.Spot; |
|
|
|
facecount = 1; |
|
|
|
break; |
|
|
|
} |
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|