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m_MaxLocalLightsShadedPerPass = m_UseComputeBuffer ? kMaxVisibleLocalLights : kMaxNonIndexedLocalLights; |
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m_LocalLightIndices = new List<int>(m_MaxLocalLightsShadedPerPass); |
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m_ShadowPass = new LightweightShadowPass(m_Asset, m_MaxLocalLightsShadedPerPass); |
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m_ShadowPass = new LightweightShadowPass(m_Asset, kMaxVisibleLocalLights); |
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// Let engine know we have MSAA on for cases where we support MSAA backbuffer
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if (QualitySettings.antiAliasing != m_Asset.MSAASampleCount) |
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{ |
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if (visibleLights[i].lightType != LightType.Directional) |
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m_LocalLightIndices.Add(i); |
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|
if (m_LocalLightIndices.Count >= m_MaxLocalLightsShadedPerPass) |
|
|
|
break; |
|
|
|
} |
|
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|
|
|
|
// Clear to default all light constant data
|
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|