/// <summary>This method performs the calculations. The <b>eye</b> and <b>tgt</b> arguments store the position in .xyz, and the radius in .w, both in world space.</summary> public static float Calculate(int layers, Vector4 eye, Vector4 tgt) { var occlusion = 0.0f; CalculateRaycast(layers, eye, tgt, ref occlusion); if (occlusion < 1.0f) { SgtHelper.InvokeCalculateOcclusion(layers, eye, tgt, ref occlusion); } return(Mathf.Clamp01(occlusion)); }