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API change: ComputeSpotShadowsMatricesAndCullingPrimitives -> ComputeSpotShadowMatricesAndCullingPrimitives

/main
Aras Pranckevicius 8 年前
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d6928d42
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs

4
Assets/ScriptableRenderLoop/RenderPasses/ShadowRenderPass.cs


if (lightType == LightType.Spot)
{
var settings = new DrawShadowsSettings(cullResults, lightIndex);
bool needRendering = cullResults.ComputeSpotShadowsMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData);
bool needRendering = cullResults.ComputeSpotShadowMatricesAndCullingPrimitives(lightIndex, out view, out proj, out settings.splitData);
SetupShadowSplitMatrices(ref packedShadows.shadowSlices[shadowSliceIndex], proj, view);
if (needRendering)
RenderShadowSplit(ref shadowSlices[shadowSliceIndex], lightDirection, proj, view, ref loop, settings);

for (int s = 0; s < shadowSliceCount; ++s, shadowSliceIndex++)
{
var settings = new DrawShadowsSettings(cullResults, lightIndex);
bool needRendering = cullResults.ComputePointShadowsMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData);
bool needRendering = cullResults.ComputePointShadowMatricesAndCullingPrimitives(lightIndex, (CubemapFace)s, 2.0f, out view, out proj, out settings.splitData);
SetupShadowSplitMatrices(ref shadowSlices[shadowSliceIndex], proj, view);
if (needRendering)

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