Function specialize_shadows
Source pub fn specialize_shadows<M: Material>(
prepass_pipeline: Res<'_, PrepassPipeline<M>>,
(render_meshes, render_mesh_instances, render_materials, render_material_instances, material_bind_group_allocator): (Res<'_, RenderAssets<RenderMesh>>, Res<'_, RenderMeshInstances>, Res<'_, RenderAssets<PreparedMaterial<M>>>, Res<'_, RenderMaterialInstances>, Res<'_, MaterialBindGroupAllocator<M>>),
shadow_render_phases: Res<'_, ViewBinnedRenderPhases<Shadow>>,
pipelines: ResMut<'_, SpecializedMeshPipelines<PrepassPipeline<M>>>,
pipeline_cache: Res<'_, PipelineCache>,
render_lightmaps: Res<'_, RenderLightmaps>,
view_lights: Query<'_, '_, (Entity, &ViewLightEntities), 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>>,
light_key_cache: Res<'_, LightKeyCache>,
specialized_material_pipeline_cache: ResMut<'_, SpecializedShadowMaterialPipelineCache<M>>,
light_specialization_ticks: Res<'_, LightSpecializationTicks>,
entity_specialization_ticks: Res<'_, EntitySpecializationTicks<M>>,
ticks: SystemChangeTick,
)