public RenderShadowTexturePass(DynamicShadowProjectorRendererData data)
 {
     renderPassEvent = RenderPassEvent.AfterRenderingTransparents;
     m_shaderTagIds  = new ShaderTagId[data.m_sceneObjectShaderTagList.Length];
     for (int i = 0; i < data.m_sceneObjectShaderTagList.Length; ++i)
     {
         m_shaderTagIds[i] = new ShaderTagId(data.m_sceneObjectShaderTagList[i]);
     }
 }
Beispiel #2
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 public DynamicShadowProjectorRenderer(DynamicShadowProjectorRendererData data) : base(data)
 {
     m_cameraToComponents      = new Dictionary <Camera, DynamicShadowProjectorComponents>();
     m_renderShadowTexturePass = new RenderShadowTexturePass(data, this);
 }
 public DynamicShadowProjectorRenderer(DynamicShadowProjectorRendererData data) : base(data)
 {
     m_renderShadowTexturePass = new RenderShadowTexturePass(data);
 }
 DynamicShadowProjectorRendererData()
 {
     s_instance = this;
 }