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private void BuildShadowSettings(LightweightPipelineAsset pipelineAsset) |
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{ |
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bool isOpenGLES2 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2; |
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m_ShadowSettings.screenSpace = SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2; |
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m_ShadowSettings.directionalLightCascadeCount = pipelineAsset.CascadeCount; |
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// Until we can have keyword stripping forcing single cascade hard shadows on gles2
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m_ShadowSettings.screenSpace = !isOpenGLES2; |
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m_ShadowSettings.directionalLightCascadeCount = (isOpenGLES2)? 1 : pipelineAsset.CascadeCount; |
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m_ShadowSettings.directionalShadowAtlasWidth = pipelineAsset.ShadowAtlasResolution; |
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m_ShadowSettings.directionalShadowAtlasHeight = pipelineAsset.ShadowAtlasResolution; |
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