ForwardFrame Type
Per-frame scene state passed to ForwardPipelineBase.Shade.
ForwardFrame.Lights is frame-global in single-camera frames; in frames with more than one camera block it is scoped to the block currently being drawn (reset-with-inheritance — see LightBuffers), and the shadow fields are reseated from that block's shadow pass at the block's start.
Record fields
| Record Field |
Description
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The active light set (see type remarks).
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Full Usage:
PointShadowSlots
Field type: int[]
Modifiers: mutable |
Per-light shadow atlas slots (-1 = no shadow), indexed by PointLights position. Reseated from the shadow pass output at each camera block's start.
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The active shadow pass output — ValueNone when no shadow-casting light. Reseated from the shadow pass output at each camera block's start. The user-effect scope uploads these uniforms by name so a custom shader can opt into shadows.
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Full Usage:
SpotShadowSlots
Field type: int[]
Modifiers: mutable |
Per-light shadow atlas slots (-1 = no shadow), indexed by SpotLights position. Reseated from the shadow pass output at each camera block's start.
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Full Usage:
Time
Field type: float32
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Total elapsed game time, in seconds — the
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Mibo