public void Clear(Color clearColor)
    {
        int num = lightMapTargets.Length;

        for (int i = 0; i < num; i++)
        {
            CreateLightMap createLightMap = lightMapTargets[i];
            createLightMap.Clear(clearColor);
        }
    }
    public void Render(bool destroyOnComplete)
    {
        if (depthCam == null)
        {
            Log.LogError(this, "The Depth Camera has been destroyed. Depth map not created.");
            return;
        }
        createRenderTexture();
        Quaternion localRotation = directionalLight.transform.localRotation;
        float      num           = 0f;

        if (numberPasses > 1)
        {
            num = maxShadowAngle / (float)(numberPasses - 1);
            rotateLight((0f - num) * (float)(numberPasses - 1) / 2f);
        }
        for (int i = 0; i < numberPasses; i++)
        {
            frameWorld();
            depthCam.Render();
            Matrix4x4 lhs  = Matrix4x4.TRS(Vector3.one * 0.5f, Quaternion.identity, Vector3.one * 0.5f);
            Matrix4x4 rhs  = depthCam.projectionMatrix * depthCam.worldToCameraMatrix;
            int       num2 = lightMapTargets.Length;
            for (int j = 0; j < num2; j++)
            {
                CreateLightMap createLightMap = lightMapTargets[j];
                createLightMap.RenderSinglePass(lhs * rhs, renderTex, i, numberPasses);
            }
            rotateLight(num);
        }
        directionalLight.transform.localRotation = localRotation;
        if (destroyOnComplete)
        {
            int num2 = lightMapTargets.Length;
            for (int j = 0; j < num2; j++)
            {
                CreateLightMap createLightMap = lightMapTargets[j];
                Object.Destroy(createLightMap);
            }
            Object.Destroy(base.gameObject);
        }
    }