31 lines
1.4 KiB
C#
31 lines
1.4 KiB
C#
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// This file should be used as a container for things on its
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// way to being deprecated and removed in future releases
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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public static partial class ShaderInput
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{
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// 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
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// To specify shader-side shadow matrices and shadow parameters, see code in AdditionalLightsShadowCasterPass.SetupAdditionalLightsShadowReceiverConstants
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/// <summary>
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/// This has been deprecated.
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/// 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.
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/// </summary>
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[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)]
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public struct ShadowData
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{
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/// <summary>
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/// The world to shadow matrix.
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/// </summary>
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public Matrix4x4 worldToShadowMatrix;
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/// <summary>
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/// The shadow parameters.
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/// </summary>
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public Vector4 shadowParams;
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}
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}
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}
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