UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/ShaderLibrary/Deprecated.cs

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2024-10-27 10:53:47 +03:00
// 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;
}
}
}