Texture Inputs/Outputs – Prepare for a temp FramebufferTexture Inputs/Outputs – Draw temp Framebuffer (Floor + Screen Space Shadow Map)Texture Inputs/Outputs – Draw temp Framebuffer (opaque box 1 – right one)Texture Inputs/Outputs – Draw temp Framebuffer (opaque box 2 – left one)Texture Inputs/Outputs – Draw temp Framebuffer (Skybox)Texture Inputs/Outputs – Draw temp Framebuffer (Box – middle transparent one)Texture Inputs/Outputs – Blit frame data from the temp buffer to the default frame backbufferTexture Inputs/Outputs – Swap buffer to make frame data ready for display
Texture List
Full list of textures used in this scene
Summary
In order to draw such a simple scene, we need to do the following actions:
Depth-only pass #1
Draw camera depth texture – floor
Draw camera depth texture – opaque box 1
Draw camera depth texture – opaque box 2
Depth-only pass #2
Draw shadow map – floor
Draw shadow map – opaque box 1
Draw shadow map – opaque box 2
Draw shadow map – floor
Draw shadow map – opaque box 1
Draw shadow map – opaque box 2
Draw shadow map – floor
Draw shadow map – opaque box 1
Draw shadow map – opaque box 2
Draw shadow map – floor
Draw shadow map – opaque box 1
Draw shadow map – opaque box 2
Draw Screen Space Shadowmap
Color (Shading) pass
Draw floor
Draw opaque box 1
Draw opaque box 2
Draw skybox
Draw transparent box
Swap buffers
This is a forward rendering path, for deferred path, the sequence may vary. In the second depth pass, there are 4 copies of the draw shadow blocks, that is not an error, that’s due to cascaded shadow map settings, in my default settings, it is “Four Cascades”, so they are drawn 4 times. The available setting options are 0, 2 and 4.
Check out the graphics tires specification here: https://docs.unity3d.com/Manual/graphics-tiers.html
Check out the shadow cascades here: https://docs.unity3d.com/Manual/shadow-cascades.html