ForwardFrame Type
Per-frame scene state the PBR handlers read (passed byref, no allocation).
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).
Record fields
| Record Field |
Description
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The pooled bone-palette scratch (shared with the shadow pass) for skinned draws.
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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 / missing DepthShadow.fx. Reseated from the shadow pass output at each camera block's start. The user-effect scope (PbrShading.shadeWithEffect) uploads these uniforms by name so a custom effect can opt into shadow sampling.
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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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The total elapsed game time, in seconds (
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Mibo