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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

Lights

Full Usage: Lights

Field type: LightBuffers

The active light set (see type remarks).

Field type: LightBuffers

PointShadowSlots

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.
Field type: int[]

Shadows

Full Usage: Shadows

Field type: ShadowResult voption
Modifiers: mutable
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.
Field type: ShadowResult voption

SpotShadowSlots

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.
Field type: int[]

Time

Full Usage: Time

Field type: float32

Total elapsed game time, in seconds — the time uniform for animated shaders.

Field type: float32

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