예제 #1
0
	// Called after the shadowmap is encoded
	void PostEncode()
	{
		if (InstanceIndex >= 0)
		{
			UInstancedStaticMeshComponent* Component = CastChecked<UInstancedStaticMeshComponent>(Primitive);

			// TODO: We currently only support one LOD of static lighting in foliage
			// Need to create per-LOD instance data to fix that
			Component->PerInstanceSMData[InstanceIndex].ShadowmapUVBias = ShadowMap->GetCoordinateBias();

			Component->ReleasePerInstanceRenderData();
			Component->MarkRenderStateDirty();
		}
	}