static public int constructor(IntPtr l)
 {
     try {
         UnityEngine.Experimental.Rendering.ShadowSplitData o;
         o = new UnityEngine.Experimental.Rendering.ShadowSplitData();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
示例#2
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 public bool ComputePointShadowMatricesAndCullingPrimitives(int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData)
 {
     return(CullResults.ComputePointShadowMatricesAndCullingPrimitives(this.cullResults, activeLightIndex, cubemapFace, fovBias, out viewMatrix, out projMatrix, out shadowSplitData));
 }
示例#3
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 private static extern bool ComputeSpotShadowMatricesAndCullingPrimitives(IntPtr cullResults, int activeLightIndex, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData);
示例#4
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 public bool ComputeSpotShadowMatricesAndCullingPrimitives(int activeLightIndex, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData)
 {
     return(CullResults.ComputeSpotShadowMatricesAndCullingPrimitives(this.cullResults, activeLightIndex, out viewMatrix, out projMatrix, out shadowSplitData));
 }
示例#5
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 private static extern bool INTERNAL_CALL_ComputeDirectionalShadowMatricesAndCullingPrimitives(IntPtr cullResults, int activeLightIndex, int splitIndex, int splitCount, ref Vector3 splitRatio, int shadowResolution, float shadowNearPlaneOffset, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData);
示例#6
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 public bool ComputeDirectionalShadowMatricesAndCullingPrimitives(int activeLightIndex, int splitIndex, int splitCount, Vector3 splitRatio, int shadowResolution, float shadowNearPlaneOffset, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData)
 {
     return(CullResults.ComputeDirectionalShadowMatricesAndCullingPrimitives(this.cullResults, activeLightIndex, splitIndex, splitCount, splitRatio, shadowResolution, shadowNearPlaneOffset, out viewMatrix, out projMatrix, out shadowSplitData));
 }
示例#7
0
 private static extern bool ComputePointShadowMatricesAndCullingPrimitives(IntPtr cullResults, int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData);