public void RenderShadow(ref RenderingData context) { m_ShadowPass.Render(ref context); }
public void CleanUp(ref RenderingData context) { context.cmd.Clear(); context.cmd.ReleaseTemporaryRT(dirShadowAtlasId); context.context.ExecuteCommandBuffer(context.cmd); }
void RenderShadow(ref RenderingData context) { //setup light m_lightData.setupLight(context.context, ref context.cullResult, ref m_PipelineConfig.ShadowSetting); // m_lightData.RenderShadow(ref context); }
public CRenderingPipeline(CPipelineAsset asset) { m_PipelineConfig = asset; m_RenderContext = new RenderingData(); m_CameraRender = new CameraRender(); }
void Cleanup(ref RenderingData context) { m_lightData.Cleanup(ref context); }