public void Setup(ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings, float shadowTreshold) { this.cullingResults = cullingResults; this.shadowTreshold = shadowTreshold; buffer.BeginSample(bufferName); shadows.Setup(context, cullingResults, shadowSettings); SetupLights(); shadows.Render(); buffer.EndSample(bufferName); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }
public void Setup(ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings) { this._cullingResults = cullingResults; buffer.BeginSample(bufferName); // SetupDirectionalLight(); _shadows.Setup(context, cullingResults, shadowSettings); SetupLights(); _shadows.Render(); buffer.EndSample(bufferName); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }
public void Setup(ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings, bool useLightsPerObject, int renderingLayerMask) { this.cullingResults = cullingResults; buffer.BeginSample(bufferName); shadows.Setup(context, cullingResults, shadowSettings); //SetupDirectionalLight(); SetupLights(useLightsPerObject, renderingLayerMask); shadows.Render(); buffer.EndSample(bufferName); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }
public void Setup( ScriptableRenderContext context, CullingResults cullingResults, ShadowSettings shadowSettings, bool useLightPerObject, int camRenderingLayerMask) { this.cullingResults = cullingResults; buffer.BeginSample(buffername); //Setup shadows before setup lights shadows.Setup(context, cullingResults, shadowSettings); //get all the Lightsinfo and sent to GPU SetupLights(useLightPerObject, camRenderingLayerMask); //render shadow shadows.Render(); buffer.EndSample(buffername); context.ExecuteCommandBuffer(buffer); buffer.Clear(); }
public void SetUp(ScriptableRenderContext ctx, CullingResults cullingResults, ShadowSettings shadowSettings) { this.cullingResults = cullingResults; buffer.BeginSample(BufferName); // SetUpDirectionalLights() is obsolete since it only supports 1 light // SetUpDirectionalLights(); // Lighting sets up shadows shadows.SetUp(ctx, cullingResults, shadowSettings); // Set up all visible lights we want to support - for now only Directional ones :) SetUpLights(); // Render the shadows shadows.Render(); buffer.EndSample(BufferName); ctx.ExecuteCommandBuffer(buffer); buffer.Clear(); }