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 matrix4x = Matrix4x4.TRS(Vector3.one * 0.5f, Quaternion.identity, Vector3.one * 0.5f); Matrix4x4 matrix4x2 = depthCam.projectionMatrix * depthCam.worldToCameraMatrix; int num2 = lightMapTargets.Length; for (int j = 0; j < num2; j++) { CreateLightMap createLightMap = lightMapTargets[j]; createLightMap.RenderSinglePass(matrix4x * matrix4x2, 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); } }