pub fn check_dir_light_mesh_visibility(
commands: Commands<'_, '_>,
directional_lights: Query<'_, '_, (&DirectionalLight, &CascadesFrusta, &mut CascadesVisibleEntities, Option<&RenderLayers>, &ViewVisibility), Without<SpotLight>>,
visible_entity_query: Query<'_, '_, (Entity, &InheritedVisibility, Option<&RenderLayers>, Option<&Aabb>, Option<&GlobalTransform>, Has<VisibilityRange>, Has<NoFrustumCulling>), (Without<NotShadowCaster>, Without<DirectionalLight>, Without<NoCpuCulling>, With<Mesh3d>)>,
visible_entity_ranges: Option<Res<'_, VisibleEntityRanges>>,
defer_visible_entities_queue: Local<'_, Parallel<Vec<Entity>>>,
view_visible_entities_queue: Local<'_, Parallel<Vec<Vec<Entity>>>>,
)Expand description
Updates the visibility for DirectionalLights so that shadow map
rendering can work.
This only processes entities without NoCpuCulling. Entities with
NoCpuCulling receive no view-specific processing in the main world.