ComputePointShadowMatricesAndCullingPrimitives(int, CubemapFace, float, out Matrix4x4, out Matrix4x4, out ShadowSplitData)
Calculates the view and projection matrices and shadow split data for a point light.
Read time 1 minuteLast updated 10 days ago
Definition
- Type: Method
- Namespace: UnityEngine.Rendering
- Assembly: UnityEngine.CoreModule
ComputePointShadowMatricesAndCullingPrimitives(int, CubemapFace, float, Matrix4x4, Matrix4x4, ShadowSplitData)
public bool ComputePointShadowMatricesAndCullingPrimitives(int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData)
Parameters
The index into the active light array.
The cubemap face to be rendered.
The amount by which to increase the camera FOV above 90 degrees.
The computed view matrix.
The computed projection matrix.
The computed split data.
Returns
Type | Description |
|---|---|
| bool | If false, the shadow map for this light and cubemap face does not need to be rendered this frame. |