# CullShadowCasters(CullingResults, ShadowCastersCullingInfos)

> Performs shadow casters culling for all the visible lights.

## Definition

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

```csharp
public void CullShadowCasters(CullingResults cullingResults, ShadowCastersCullingInfos infos)
```

### Parameters

**** (\[CullingResults]\(/engine/6000.5/script-reference/unityengine/rendering/cullingresults)): Culling results to use.**** (\[ShadowCastersCullingInfos]\(/engine/6000.5/script-reference/unityengine/rendering/shadowcasterscullinginfos)): Shadow casters culling information.

### Remarks

This function schedules the shadow casters culling jobs. It is recommended to call this function as early as possible so that there is more room for the culling jobs to execute in the background. If you call this function, the fields [ShadowDrawingSettings.splitData](/engine/6000.5/script-reference/unityengine/rendering/shadowdrawingsettings/splitdata.md) and [ShadowDrawingSettings.projectionType](/engine/6000.5/script-reference/unityengine/rendering/shadowdrawingsettings/projectiontype.md) are ignored by Unity. Those fields are already provided via [ShadowCastersCullingInfos](/engine/6000.5/script-reference/unityengine/rendering/shadowcasterscullinginfos.md) and then stored internally so that Unity can reuse them as needed.
