bool GetVPMatrix(Light light) { if (!ShadowUtils.GetVPMatrixWithTags(light, _Tags, _Renderers, out m_ViewMatrix, out m_ProjMatrix, out m_CullingSphere)) { return(false); } m_MainCharacterShadowMatrix = ShadowUtils.GetShadowTransform(m_ProjMatrix, m_ViewMatrix); return(true); }
bool GetVPMatrix(Light light) { //if (!ShadowUtils.GetVPMatrixWithTags(light, _Tags, _Renderers, out _ViewMatrix, out _ProjMatrix, out _CullingSphere)) //{ // return false; //} // FIXME: for test Bounds bounds = new Bounds(new Vector3(1, 1.65f, 1), new Vector3(0.25f, 0.25f, 0.4f)); ShadowUtils.GetVPMatrixWithWorldBounds(light, bounds, out _ViewMatrix, out _ProjMatrix, out _CullingSphere); _DeepShadowMatrix = ShadowUtils.GetShadowTransform(_ProjMatrix, _ViewMatrix); return(true); }