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dont skip if shadow update mode is on demand (#81)
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Paulm-Unity authored and pastasfuture committed Oct 19, 2022
1 parent fd0de8f commit c7ed507
Showing 1 changed file with 7 additions and 5 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -116,16 +116,18 @@ private void BuildVisibleLightEntities(in CullingResults cullResults)
{
int lightIndex = m_ShadowLightsDataIndices[i];
HDProcessedVisibleLight* entity = entitiesPtr + lightIndex;
if (!cullResults.GetShadowCasterBounds(lightIndex, out var bounds) || defaultEntityDataIndex == entity->dataIndex)
HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];

if (additionalLightData == null)
continue;

if ((!cullResults.GetShadowCasterBounds(lightIndex, out var bounds) && additionalLightData.shadowUpdateMode != ShadowUpdateMode.OnDemand) || defaultEntityDataIndex == entity->dataIndex)
{
entity->shadowMapFlags = ShadowMapFlags.None;
continue;
}

HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];
if (additionalLightData == null)
continue;


VisibleLight visibleLight = visibleLights[lightIndex];
additionalLightData.ReserveShadowMap(hdCamera.camera, shadowManager, hdShadowSettings, inShadowInitParameters, visibleLight, entity->lightType);
}
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