pub fn queue_shadows<M>(
shadow_draw_functions: Res<'_, DrawFunctions<Shadow>>,
prepass_pipeline: Res<'_, PrepassPipeline<M>>,
render_meshes: Res<'_, RenderAssets<RenderMesh>>,
render_mesh_instances: Res<'_, RenderMeshInstances>,
render_materials: Res<'_, RenderAssets<PreparedMaterial<M>>>,
render_material_instances: Res<'_, RenderMaterialInstances<M>>,
shadow_render_phases: ResMut<'_, ViewBinnedRenderPhases<Shadow>>,
pipelines: ResMut<'_, SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<'_, PipelineCache>,
render_lightmaps: Res<'_, RenderLightmaps>,
view_lights: Query<'_, '_, (Entity, &ViewLightEntities)>,
view_light_entities: Query<'_, '_, &LightEntity>,
point_light_entities: Query<'_, '_, &RenderCubemapVisibleEntities, With<ExtractedPointLight>>,
directional_light_entities: Query<'_, '_, &RenderCascadesVisibleEntities, With<ExtractedDirectionalLight>>,
spot_light_entities: Query<'_, '_, &RenderVisibleMeshEntities, With<ExtractedPointLight>>,
)
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.