@@ -1795,7 +1795,10 @@ internal int shadowPrecision
17951795 byte showAdditionalSettings = 0 ;
17961796#pragma warning restore 0414
17971797
1798- HDShadowRequest [ ] shadowRequests ;
1798+ // custom begin
1799+ internal
1800+ // custom end
1801+ HDShadowRequest [ ] shadowRequests ;
17991802 int [ ] m_ShadowRequestIndices ;
18001803
18011804
@@ -1810,7 +1813,7 @@ internal int shadowPrecision
18101813
18111814 // temporary matrix that stores the previous light data (mainly used to discard history for ray traced screen space shadows)
18121815 [ System . NonSerialized ] internal Matrix4x4 previousTransform = Matrix4x4 . identity ;
1813-
1816+
18141817 // custom-begin:
18151818 // Cache shadow data from render loop in order to simplify sending shadow data of light sources to custom data structures.
18161819 // This avoids manually authoring a ton of spaghetti code to wire up additional custom shadow data requests.
@@ -2142,7 +2145,7 @@ internal void ReserveShadowMap(Camera camera, HDShadowManager shadowManager, HDS
21422145 distance01 = 1.0f - Mathf . Pow ( distance01 , 2 ) ;
21432146 }
21442147
2145- // normalized ratio between light range and distance
2148+ // normalized ratio between light range and distance
21462149 float range01 = Mathf . Clamp01 ( visibleLight . range / Vector3 . Distance ( camera . transform . position , visibleLight . GetPosition ( ) ) ) ;
21472150
21482151 float scaleFactor01 = Mathf . Max ( distance01 , range01 ) ;
@@ -3466,7 +3469,7 @@ public void SetShadowDimmer(float shadowDimmer = 1, float volumetricShadowDimmer
34663469 /// </summary>
34673470 /// <param name="cullingMask"></param>
34683471 public void SetUseViewFrustumForShadowCasterCull ( bool useViewFrustumForShadowCasterCull ) => legacyLight . useViewFrustumForShadowCasterCull = useViewFrustumForShadowCasterCull ;
3469-
3472+
34703473 /// <summary>
34713474 /// Set the light layer shadow cull distances.
34723475 /// </summary>
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