public static void PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity) { var colorChannel = shadowIndex % 4; var textureIndex = shadowIndex / 4; if (colorChannel == 0) { ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex); } // Render the shadows for this light RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].Identifier(), colorChannel); }
public static bool PrerenderShadows(IRenderPass2D pass, RenderingData renderingData, CommandBuffer cmdBuffer, int layerToRender, Light2D light, int shadowIndex, float shadowIntensity) { var colorChannel = shadowIndex % 4; var textureIndex = shadowIndex / 4; if (colorChannel == 0) { ShadowRendering.CreateShadowRenderTexture(pass, renderingData, cmdBuffer, textureIndex); } bool hadShadowsToRender = RenderShadows(pass, renderingData, cmdBuffer, layerToRender, light, shadowIntensity, m_RenderTargets[textureIndex].nameID, colorChannel); m_LightInputTextures[textureIndex] = m_RenderTargets[textureIndex].nameID; return(hadShadowsToRender); }