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// Binds resources to shader stages just before rendering the lighting pass
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void BindResources( ScriptableRenderContext renderContext ); |
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// Fixes up some parameters within the cullResults
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void UpdateCullingParameters( ref CullingParameters cullingParams ); |
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void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams ); |
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uint GetShadowMapCount(); |
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uint GetShadowMapSliceCount(uint shadowMapIndex); |
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public abstract void DisplayShadowMap(ScriptableRenderContext renderContext, uint shadowMapIndex, uint sliceIndex, float screenX, float screenY, float screenSizeX, float screenSizeY, float minValue, float maxValue); |
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public abstract void SyncData(); |
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public abstract void BindResources( ScriptableRenderContext renderContext ); |
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public abstract void UpdateCullingParameters( ref CullingParameters cullingParams ); |
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public abstract void UpdateCullingParameters( ref ScriptableCullingParameters cullingParams ); |
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// sort the shadow requests in descending priority - may only modify shadowRequests
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protected abstract void PrioritizeShadowCasters( Camera camera, VisibleLight[] lights, uint shadowRequestsCount, int[] shadowRequests ); |
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// prune the shadow requests - may modify shadowRequests and shadowsCountshadowRequestsCount
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