shadowMap property

Texture? get shadowMap

The shared shadow atlas (a horizontal strip of tiles, window-space depth in the red channel): the directional cascades first, then one tile per casting spot (see spotShadows). Non-null when the pass declared RenderInput.shadowMap and a light cast this frame. Pair with shadowInfo for the cascades.

Implementation

gpu.Texture? get shadowMap =>
    _context.blackboard.get<gpu.Texture>(kShadowMapBlackboardKey);