Hello!
In order to compute the directional cascaded shadows in a shader (as in Internal-PrePassCollectShadows.shader or UnityCG.cginc) we need several informations easily findable through the QualitySettings class.
Except that I cannot figue out how to get the split sphere positions or how to compute them.
I need them to create an VFX in compute shader and declaring “float4 unity_ShadowSplitSpheres[4];” does not work.
Thank you very much in advance!
Cheerz!