Settings for ScriptableRenderContext.DrawShadows.
This structure describes which shadow light to render (lightIndex) with what split settings (splitData).
Additional resources: ShadowSplitData.
cullingResults | Culling results to use. |
lightIndex | The index of the shadow-casting light to be rendered. |
objectsFilter | Specifies the filter Unity applies to GameObjects that it renders in the shadow pass. |
projectionType | The projection type of the shadow-casting light to be rendered. For example, directional light shadow-maps will have orthographic projection. Spot lights will usually have perspective projection, but you might want to implement orthographically-projected box-shaped spot lights in your scriptable renderer pipeline. This member variable is accessible later, in the culling process, when rendering the shadow map. |
splitData | The split data. |
useRenderingLayerMaskTest | Set this to true to make Unity filter Renderers during shadow rendering. Unity filters Renderers based on the Rendering Layer Mask of the Renderer itself, and the Rendering Layer Mask of each shadow casting Light. |
ShadowDrawingSettings | Create a shadow settings object. |