Zdexby TheHolyOneZ
44,741 classes
Class

ShadowUtils

: Object
UnityEngine.Rendering.Universal.ShadowUtils, Unity.RenderPipelines.Universal.Runtime 0x0010 (16 B) inherited 0x0010 Unity.RenderPipelines.Universal.Runtime.dll
0x00x0010

Members 6

OffsetSizeNameTypeFlagsDefault
0x01m_ForceShadowPointSamplingboolStatic+2 flags—
0x04_ShadowBiasintPrivateStatic—
0x04_LightDirectionintPrivateStatic—
0x04_LightPositionintPrivateStatic—
—0x04kMinimumPunctualLightHardShadowResolutionintStatic+2 flags0
—0x04kMinimumPunctualLightSoftShadowResolutionintStatic+2 flags0

Functions 30

SignatureFlagsNativeParams
void .cctor()PrivateStatic+1 flags0x00
bool ExtractDirectionalLightMatrix(ref CullingResults& cullResults, ref ShadowData& shadowData, int shadowLightIndex, int cascadeIndex, int shadowmapWidth, int shadowmapHeight, int shadowResolution, float shadowNearPlane, ref Vector4& cascadeSplitDistance, ref ShadowSliceData& shadowSliceData, ref Matrix4x4& viewMatrix, ref Matrix4x4& projMatrix)PublicStatic0x1C8
bool ExtractDirectionalLightMatrix(ref CullingResults& cullResults, ref ShadowData& shadowData, int shadowLightIndex, int cascadeIndex, int shadowmapWidth, int shadowmapHeight, int shadowResolution, float shadowNearPlane, ref Vector4& cascadeSplitDistance, ref ShadowSliceData& shadowSliceData)PublicStatic0x1C8
bool ExtractSpotLightMatrix(ref CullingResults& cullResults, ref ShadowData& shadowData, int shadowLightIndex, ref Matrix4x4& shadowMatrix, ref Matrix4x4& viewMatrix, ref Matrix4x4& projMatrix, ref ShadowSplitData& splitData)PublicStatic0xFC
bool ExtractPointLightMatrix(ref CullingResults& cullResults, ref ShadowData& shadowData, int shadowLightIndex, const CubemapFace& cubemapFace, float fovBias, ref Matrix4x4& shadowMatrix, ref Matrix4x4& viewMatrix, ref Matrix4x4& projMatrix, ref ShadowSplitData& splitData)PublicStatic0xFC
void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext& context, ref ShadowSliceData& shadowSliceData, ref ShadowDrawingSettings& settings, const Matrix4x4& proj, const Matrix4x4& view)PublicStatic0x1C8
void RenderShadowSlice(CommandBuffer cmd, ref ScriptableRenderContext& context, ref ShadowSliceData& shadowSliceData, ref ShadowDrawingSettings& settings)PublicStatic0x1C8
int GetMaxTileResolutionInAtlas(int atlasWidth, int atlasHeight, int tileCount)PublicStatic0x04
void ApplySliceTransform(ref ShadowSliceData& shadowSliceData, int atlasWidth, int atlasHeight)PublicStatic0x1C8
Vector4 GetShadowBias(ref VisibleLight& shadowLight, int shadowLightIndex, ref ShadowData& shadowData, const Matrix4x4& lightProjectionMatrix, float shadowResolution)PublicStatic0x74
void GetScaleAndBiasForLinearDistanceFade(float fadeDistance, float border, ref float& scale, ref float& bias)Static+1 flags0x04
void SetupShadowCasterConstantBuffer(CommandBuffer cmd, ref VisibleLight& shadowLight, const Vector4& shadowBias)PublicStatic0x74
void SetShadowBias(CommandBuffer cmd, const Vector4& shadowBias)Static+1 flags0x10
void SetLightDirection(CommandBuffer cmd, const Vector3& lightDirection)Static+1 flags0x0C
void SetLightPosition(CommandBuffer cmd, const Vector3& lightPosition)Static+1 flags0x0C
void SetCameraPosition(CommandBuffer cmd, const Vector3& worldSpaceCameraPos)Static+1 flags0x0C
void SetWorldToCameraMatrix(CommandBuffer cmd, const Matrix4x4& viewMatrix)Static+1 flags0x40
RenderTextureDescriptor GetTemporaryShadowTextureDescriptor(int width, int height, int bits)PrivateStatic0x34
RenderTexture GetTemporaryShadowTexture(int width, int height, int bits)PublicStatic0x08
bool ShadowRTNeedsReAlloc(RTHandle handle, int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name)PublicStatic0x08
RTHandle AllocShadowRT(int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name)PublicStatic0x08
bool ShadowRTReAllocateIfNeeded(ref RTHandle& handle, int width, int height, int bits, int anisoLevel, float mipMapBias, const string& name)PublicStatic0x08
Matrix4x4 GetShadowTransform(const Matrix4x4& proj, const Matrix4x4& view)PrivateStatic0x40
float SoftShadowQualityToShaderProperty(Light light, bool softShadowsEnabled)Static+1 flags0x08
bool SupportsPerLightSoftShadowQuality()Static+1 flags0x01
void SetPerLightSoftShadowKeyword(CommandBuffer cmd, bool hasSoftShadows)Static+1 flags0x08
void SetSoftShadowQualityShaderKeywords(CommandBuffer cmd, ref ShadowData& shadowData)Static+1 flags0x50
bool IsValidShadowCastingLight(ref LightData& lightData, int i)Static+1 flags0x28
int GetPunctualLightShadowSlicesCount(ref LightType& lightType)Static+1 flags0x04
int MinimalPunctualLightShadowResolution(bool softShadow)Static+1 flags0x04