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- // This file should be used as a container for things on its
- // way to being deprecated and removed in future releases
-
- using System;
-
- namespace UnityEngine.Rendering.Universal
- {
- public static partial class ShaderInput
- {
- // Even when RenderingUtils.useStructuredBuffer is true we do not this structure anymore, because in shader side worldToShadowMatrix and shadowParams must be stored in arrays of different sizes
- // To specify shader-side shadow matrices and shadow parameters, see code in AdditionalLightsShadowCasterPass.SetupAdditionalLightsShadowReceiverConstants
- /// <summary>
- /// This has been deprecated.
- /// Shadow slice matrices and per-light shadow parameters are now passed to the GPU using entries in buffers m_AdditionalLightsWorldToShadow_SSBO and m_AdditionalShadowParams_SSBO.
- /// </summary>
- [Obsolete("ShaderInput.ShadowData was deprecated. Shadow slice matrices and per-light shadow parameters are now passed to the GPU using entries in buffers m_AdditionalLightsWorldToShadow_SSBO and m_AdditionalShadowParams_SSBO", true)]
- public struct ShadowData
- {
- /// <summary>
- /// The world to shadow matrix.
- /// </summary>
- public Matrix4x4 worldToShadowMatrix;
-
- /// <summary>
- /// The shadow parameters.
- /// </summary>
- public Vector4 shadowParams;
- }
- }
- }
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