// 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
///
/// 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.
///
[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
{
///
/// The world to shadow matrix.
///
public Matrix4x4 worldToShadowMatrix;
///
/// The shadow parameters.
///
public Vector4 shadowParams;
}
}
}