public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry) { // TODO: Some kind of sort? foreach (var cubemap in lightShaderGroupsPerSkybox) { shaderEntry.EnvironmentLights.Add(cubemap.Value); } }
public abstract void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry);
public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry) { shaderEntry.EnvironmentLights.Add(lightShaderGroup); }