Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


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

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

activeLightIndex

The index into the active light array.

cubemapFace

The cubemap face to be rendered.

fovBias

The amount by which to increase the camera FOV above 90 degrees.

viewMatrix

The computed view matrix.

projMatrix

The computed projection matrix.

shadowSplitData

The computed split data.

Returns

Type

Description

boolIf false, the shadow map for this light and cubemap face does not need to be rendered this frame.