protected virtual bool ValidatePassForRendering( Pass pass )
{
// Bypass if we're doing a texture shadow render and
// this pass is after the first (only 1 pass needed for shadow texture)
if ( !this.suppressShadows && this.currentViewport.ShowShadows &&
( ( this.IsShadowTechniqueModulative
&& this.illuminationStage == IlluminationRenderStage.RenderReceiverPass ) ||
this.illuminationStage == IlluminationRenderStage.RenderToTexture || this.suppressRenderStateChanges ) &&
pass.Index > 0 )
{
return false;
}
return true;
}