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Paulm-UnityDeployer User
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dont skip if shadow update mode is on demand (#81)
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+7
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com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDProcessedVisibleLightsBuilder.LightLoop.cs

Lines changed: 7 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -116,16 +116,18 @@ private void ProcessShadows(
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{
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int lightIndex = m_ShadowLightsDataIndices[i];
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HDProcessedVisibleLight* entity = entitiesPtr + lightIndex;
119-
if (!cullResults.GetShadowCasterBounds(lightIndex, out var bounds) || defaultEntityDataIndex == entity->dataIndex)
119+
HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];
120+
121+
if (additionalLightData == null)
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continue;
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if ((!cullResults.GetShadowCasterBounds(lightIndex, out var bounds) && additionalLightData.shadowUpdateMode != ShadowUpdateMode.OnDemand) || defaultEntityDataIndex == entity->dataIndex)
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{
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entity->shadowMapFlags = ShadowMapFlags.None;
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continue;
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}
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125-
HDAdditionalLightData additionalLightData = HDLightRenderDatabase.instance.hdAdditionalLightData[entity->dataIndex];
126-
if (additionalLightData == null)
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continue;
128-
130+
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VisibleLight visibleLight = visibleLights[lightIndex];
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additionalLightData.ReserveShadowMap(hdCamera.camera, shadowManager, hdShadowSettings, inShadowInitParameters, visibleLight, entity->lightType);
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}

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