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_light_entities: Query<'_, '_, (&LightEntity, &ExtractedView, Option<&RenderLayers>)>,
shadow_map_visible_entities_query: Query<'_, '_, &RenderShadowMapVisibleEntities>,
specialized_material_pipeline_cache: Res<'_, SpecializedShadowMaterialPipelineCache>,
pending_shadow_queues: ResMut<'_, PendingShadowQueues>,
dirty_specializations: Res<'_, DirtySpecializations>,
)Expand description
For each shadow cascade, iterates over all the meshes “visible” from it and
adds them to BinnedRenderPhases or SortedRenderPhases as
appropriate.