Beispiel #1
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 ///<summary>Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap.</summary>
 ///<remarks>
 ///This can be used to seamlessly transition sky lighting between different times of day.
 ///The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost.
 ///The caller is responsible for avoiding pops due to changing the source or destination.
 ///</remarks>
 public void SetCubemapBlend(TextureCube SourceCubemap, TextureCube DestinationCubemap, float InBlendFraction) =>
 SkyLightComponent_methods.SetCubemapBlend_method.Invoke(ObjPointer, SourceCubemap, DestinationCubemap, InBlendFraction);
 ///<summary>Set Inscattering Color Cubemap</summary>
 public void SetInscatteringColorCubemap(TextureCube Value) =>
 ExponentialHeightFogComponent_methods.SetInscatteringColorCubemap_method.Invoke(ObjPointer, Value);
Beispiel #3
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 ///<summary>Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.</summary>
 public void SetCubemap(TextureCube NewCubemap) =>
 SkyLightComponent_methods.SetCubemap_method.Invoke(ObjPointer, NewCubemap);