// 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; } } }