pub fn queue_shadows(
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_materials: Res<'_, ErasedRenderAssets<PreparedMaterial>>,
render_material_instances: Res<'_, RenderMaterialInstances>,
shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
gpu_preprocessing_support: Res<'_, GpuPreprocessingSupport>,
mesh_allocator: Res<'_, MeshAllocator>,
view_lights: Query<'_, '_, (Entity, &ViewLightEntities, Option<&RenderLayers>), With<ExtractedView>>,
view_light_entities: Query<'_, '_, (&LightEntity, &ExtractedView)>,
point_light_entities: Query<'_, '_, &RenderCubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<'_, '_, &RenderCascadesVisibleEntities, With<ExtractedDirectionalLight>>,
spot_light_entities: Query<'_, '_, &RenderVisibleMeshEntities, With<ExtractedPointLight>>,
specialized_material_pipeline_cache: Res<'_, SpecializedShadowMaterialPipelineCache>,
)
Expand description
For each shadow cascade, iterates over all the meshes “visible” from it and
adds them to BinnedRenderPhase
s or SortedRenderPhase
s as
appropriate.