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  1. // This file should be used as a container for things on its
  2. // way to being deprecated and removed in future releases
  3. using System;
  4. namespace UnityEngine.Rendering.Universal
  5. {
  6. public static partial class ShaderInput
  7. {
  8. // 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
  9. // To specify shader-side shadow matrices and shadow parameters, see code in AdditionalLightsShadowCasterPass.SetupAdditionalLightsShadowReceiverConstants
  10. /// <summary>
  11. /// This has been deprecated.
  12. /// 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.
  13. /// </summary>
  14. [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)]
  15. public struct ShadowData
  16. {
  17. /// <summary>
  18. /// The world to shadow matrix.
  19. /// </summary>
  20. public Matrix4x4 worldToShadowMatrix;
  21. /// <summary>
  22. /// The shadow parameters.
  23. /// </summary>
  24. public Vector4 shadowParams;
  25. }
  26. }
  27. }