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)); } }
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)); }
private static extern bool ComputeSpotShadowMatricesAndCullingPrimitives(IntPtr cullResults, int activeLightIndex, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData);
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)); }
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);
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)); }
private static extern bool ComputePointShadowMatricesAndCullingPrimitives(IntPtr cullResults, int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData);