Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


ComputeDirectionalShadowMatricesAndCullingPrimitives(int, int, int, Vector3, int, float, out Matrix4x4, out Matrix4x4, out ShadowSplitData)

Calculates the view and projection matrices and shadow split data for a directional light.
Read time 1 minuteLast updated 13 days ago

Definition

ComputeDirectionalShadowMatricesAndCullingPrimitives(int, int, int, Vector3, int, float, Matrix4x4, Matrix4x4, 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)

Parameters

activeLightIndex

The index into the active light array.

splitIndex

The cascade index.

splitCount

The number of cascades.

splitRatio

The cascade ratios.

shadowResolution

The resolution of the shadowmap.

shadowNearPlaneOffset

The near plane offset for the light.

viewMatrix

The computed view matrix.

projMatrix

The computed projection matrix.

shadowSplitData

The computed cascade data.

Returns

Type

Description

boolIf false, the shadow map for this cascade does not need to be rendered this frame.

Remarks

Additional Resources: ShadowSplitData.