# ComputePointShadowMatricesAndCullingPrimitives(int, CubemapFace, float, out Matrix4x4, out Matrix4x4, out ShadowSplitData)

> Calculates the view and projection matrices and shadow split data for a point light.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine.Rendering](/engine/6000.5/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

## ComputePointShadowMatricesAndCullingPrimitives(int, CubemapFace, float, Matrix4x4, Matrix4x4, ShadowSplitData)

```csharp
public bool ComputePointShadowMatricesAndCullingPrimitives(int activeLightIndex, CubemapFace cubemapFace, float fovBias, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out ShadowSplitData shadowSplitData)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): The index into the active light array.**** (\[CubemapFace]\(/engine/6000.5/script-reference/unityengine/cubemapface)): The cubemap face to be rendered.**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The amount by which to increase the camera FOV above 90 degrees.**** (\[Matrix4x4]\(/engine/6000.5/script-reference/unityengine/matrix4x4)): The computed view matrix.**** (\[Matrix4x4]\(/engine/6000.5/script-reference/unityengine/matrix4x4)): The computed projection matrix.**** (\[ShadowSplitData]\(/engine/6000.5/script-reference/unityengine/rendering/shadowsplitdata)): The computed split data.

### Returns

| Type                                                          | Description                                                                                       |
| ------------------------------------------------------------- | ------------------------------------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | If false, the shadow map for this light and cubemap face does not need to be rendered this frame. |
