Version: 2022.3
언어: 한국어

CullingResults.ComputeDirectionalShadowMatricesAndCullingPrimitives

매뉴얼로 전환
public bool ComputeDirectionalShadowMatricesAndCullingPrimitives (int activeLightIndex, int splitIndex, int splitCount, Vector3 splitRatio, int shadowResolution, float shadowNearPlaneOffset, out Matrix4x4 viewMatrix, out Matrix4x4 projMatrix, out Rendering.ShadowSplitData shadowSplitData);

파라미터

activeLightIndex The index into the active light array.
splitIndex The cascade index.
splitCount The number of cascades.
splitRatio The cascade ratios.
shadowResolution The resolution of the shadowmap.
shadowNearPlaneOffset The near plane offset for the light.
viewMatrix The computed view matrix.
projMatrix The computed projection matrix.
shadowSplitData The computed cascade data.

반환

bool If false, the shadow map for this cascade does not need to be rendered this frame.

설명

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

See Also: ShadowSplitData.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961