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} |
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} |
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m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count; |
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Debug.Assert(m_lightList.bounds.Count == m_lightCount); |
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Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount); |
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m_lightCount = m_lightList.lights.Count + m_lightList.envLights.Count; |
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Debug.Assert(m_lightList.bounds.Count == m_lightCount); |
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Debug.Assert(m_lightList.lightVolumes.Count == m_lightCount); |
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UpdateDataBuffers(); |
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UpdateDataBuffers(); |
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m_maxShadowDistance = shadowSettings.maxShadowDistance; |
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m_maxShadowDistance = shadowSettings.maxShadowDistance; |
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return m_enableBakeShadowMask; |
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} |
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return m_enableBakeShadowMask; |
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} |
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} |
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void VoxelLightListGeneration(CommandBuffer cmd, Camera camera, Matrix4x4 projscr, Matrix4x4 invProjscr, RenderTargetIdentifier cameraDepthBufferRT) |
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