protected override void ReadFromImpl(object obj) { base.ReadFromImpl(obj); Light uo = (Light)obj; shadows = uo.shadows; shadowStrength = uo.shadowStrength; shadowResolution = uo.shadowResolution; layerShadowCullDistances = uo.layerShadowCullDistances; cookieSize = uo.cookieSize; cookie = ToID(uo.cookie); renderMode = uo.renderMode; areaSize = uo.areaSize; lightmapBakeType = uo.lightmapBakeType; type = uo.type; spotAngle = uo.spotAngle; color = uo.color; colorTemperature = uo.colorTemperature; intensity = uo.intensity; bounceIntensity = uo.bounceIntensity; shadowCustomResolution = uo.shadowCustomResolution; shadowBias = uo.shadowBias; shadowNormalBias = uo.shadowNormalBias; shadowNearPlane = uo.shadowNearPlane; range = uo.range; flare = ToID(uo.flare); bakingOutput = uo.bakingOutput; cullingMask = uo.cullingMask; lightShadowCasterMode = uo.lightShadowCasterMode; shadowRadius = uo.shadowRadius; shadowAngle = uo.shadowAngle; }
public void SetProp(LightRenderMode renderMode) { foreach (Light temp in lights) { temp.renderMode = renderMode; } }
public void UpdateWidget(Light light) { if (!light) { //Debug.LogWarning(this.name + " [Light is Null]"); ResetToDefaults(); return; } type = light.type; range = light.range; spotAngle = light.spotAngle; color = light.color; intensity = light.intensity; bounceIntensity = light.bounceIntensity; // shadows shadows.shadows = light.shadows; shadows.shadowCustomResolution = light.shadowCustomResolution; shadows.shadowBias = light.shadowBias; shadows.shadowNormalBias = light.shadowNormalBias; shadows.shadowNearPlane = light.shadowNearPlane; shadows.shadowResolution = light.shadowResolution; shadows.shadowStrength = light.shadowStrength; cookieSize = light.cookieSize; renderMode = light.renderMode; cullingMask = light.cullingMask; }
/// <summary> /// /// </summary> /// <param name="binaryReader"></param> public override void Deserialize(BinaryReader binaryReader) { base.Deserialize(binaryReader); #if UNITY_2019_1_OR_NEWER lightShape = (LightShape)binaryReader.ReadInt32(); colorTemperature = binaryReader.ReadSingle(); useColorTemperature = binaryReader.ReadBoolean(); renderingLayerMask = binaryReader.ReadInt32(); #endif lightType = (LightType)binaryReader.ReadInt32(); range = binaryReader.ReadSingle(); spotAngle = binaryReader.ReadSingle(); innerSpotAngle = binaryReader.ReadSingle(); cookieSize = binaryReader.ReadSingle(); m_colorKun = SerializerKun.DesirializeObject <ColorKun>(binaryReader); intensity = binaryReader.ReadSingle(); bounceIntensity = binaryReader.ReadSingle(); cookie = binaryReader.ReadString(); shadowsType = (LightShadows)binaryReader.ReadInt32(); shadowsStrength = binaryReader.ReadSingle(); shadowsResolution = (UnityEngine.Rendering.LightShadowResolution)binaryReader.ReadInt32(); shadowsBias = binaryReader.ReadSingle(); shadowsNormalBias = binaryReader.ReadSingle(); shadowsNearPlane = binaryReader.ReadSingle(); halo = binaryReader.ReadBoolean(); flare = binaryReader.ReadString(); renderMode = (LightRenderMode)binaryReader.ReadInt32(); cullingMask = binaryReader.ReadInt32(); }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); LightRenderMode o = (LightRenderMode)arg0; LuaScriptMgr.PushEnum(L, o); return(1); }
void Start() { m_Trans = transform; lamp = GetComponent <Light>(); shadowsBak = lamp.shadows; renderModeBak = lamp.renderMode; if (LightMgr.Instance != null) { LightMgr.Instance.Registerlight(this); } }
public void Init() { if (RCC_Settings.Instance.useLightsAsVertexLights) { renderMode = LightRenderMode.ForceVertex; } else { renderMode = LightRenderMode.ForcePixel; } }
public LightKun(Component component) : base(component) { componentKunType = BehaviourKun.ComponentKunType.Light; cookie = ""; flare = ""; m_colorKun = new ColorKun(); var light = component as Light; if (light) { #if UNITY_2019_1_OR_NEWER lightShape = light.shape; useColorTemperature = light.useColorTemperature; colorTemperature = light.colorTemperature; renderingLayerMask = light.renderingLayerMask; #endif enabled = light.enabled; lightType = light.type; range = light.range; spotAngle = light.spotAngle; innerSpotAngle = light.spotAngle; cookieSize = light.cookieSize; if (light.cookie != null) { cookie = light.cookie.name; } else { cookie = ""; } if (light.flare != null) { flare = light.flare.name; } else { flare = ""; } color = light.color; intensity = light.intensity; bounceIntensity = light.bounceIntensity; shadowsType = light.shadows; shadowsStrength = light.shadowStrength; shadowsBias = light.shadowBias; shadowsNormalBias = light.shadowNormalBias; shadowsNormalBias = light.shadowNormalBias; // halo renderMode = light.renderMode; cullingMask = light.cullingMask; } }
private void ResetToDefaults() { range = 10; spotAngle = 30; color = new Color(255 / 255f, 244 / 255f, 214 / 255f, 255 / 255f); //color.r = 255/255f; //color.g = 244/255f; //color.b = 214/255f; //color.a = 255/255f; intensity = 1; bounceIntensity = 1; shadows = new Shadow(); renderMode = LightRenderMode.Auto; cullingMask = -1; }
private static int set_renderMode(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); Light light = (Light)obj; LightRenderMode renderMode = (int)ToLua.CheckObject(L, 2, typeof(LightRenderMode)); light.set_renderMode(renderMode); result = 0; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.get_Message() : "attempt to index renderMode on a nil value"); } return(result); }
private static int get_renderMode(IntPtr L) { object obj = null; int result; try { obj = ToLua.ToObject(L, 1); Light light = (Light)obj; LightRenderMode renderMode = light.get_renderMode(); ToLua.Push(L, renderMode); result = 1; } catch (Exception ex) { result = LuaDLL.toluaL_exception(L, ex, (obj != null) ? ex.get_Message() : "attempt to index renderMode on a nil value"); } return(result); }
// Use this for initialization void Start() { GameObject[] noises = GameObject.FindGameObjectsWithTag(StringManager.Tags.noise); m_NoiseSources = new MeshRenderer[noises.Length]; for (int i = 0; i < noises.Length; i++) { m_NoiseSources[i] = noises[i].GetComponent <MeshRenderer>(); } GameObject[] waypoints = GameObject.FindGameObjectsWithTag(StringManager.Tags.Waypoints); m_Waypoints = new MeshRenderer[waypoints.Length]; for (int i = 0; i < waypoints.Length; i++) { m_Waypoints[i] = waypoints[i].GetComponent <MeshRenderer>(); } m_FlashLightColor = m_FlashLight.GetComponent <Light>().color; m_FlashLightRenderMode = m_FlashLight.GetComponent <Light>().renderMode; }
private void OnPreCull() { if (!this.GoodToGo) { SunshineKeywords.DisableShadows(); return; } this.RenderCascades(); this.ConfigureShaders(); if (this.ShadowsActive) { this._lightShadows = Sunshine.Instance.SunLight.shadows; this._lightRenderMode = Sunshine.Instance.SunLight.renderMode; Sunshine.Instance.SunLight.shadows = LightShadows.None; Sunshine.Instance.SunLight.renderMode = LightRenderMode.ForcePixel; } if (Sunshine.Instance.RequiresPostprocessing && (this.AttachedCamera.depthTextureMode & DepthTextureMode.Depth) == DepthTextureMode.None && SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) { this.AttachedCamera.depthTextureMode |= DepthTextureMode.Depth; } }
public LightSerializable(Light obj) : base(obj) { type = obj.type; range = obj.range; spotAngle = obj.spotAngle; color = obj.color; intensity = obj.intensity; bounceIntensity = obj.bounceIntensity; shadows = obj.shadows; shadowStrength = obj.shadowStrength; shadowResolution = obj.shadowResolution; shadowBias = obj.shadowBias; shadowNormalBias = obj.shadowNormalBias; shadowNearPlane = obj.shadowNearPlane; cookie = obj.cookie != null ? new TextureUnion(obj.cookie) : null; cookieSize = obj.cookieSize; renderMode = obj.renderMode; cullingMask = obj.cullingMask; }
void OnPreCull() { if(!GoodToGo) { SunshineKeywords.DisableShadows(); return; } RenderCascades(); ConfigureShaders(); if(ShadowsActive) { _lightShadows = Sunshine.Instance.SunLight.shadows; _lightRenderMode = Sunshine.Instance.SunLight.renderMode; Sunshine.Instance.SunLight.shadows = LightShadows.None; //Disable built-in shadows Sunshine.Instance.SunLight.renderMode = LightRenderMode.ForcePixel; //Force per-pixel lighting } if(Sunshine.Instance.RequiresPostprocessing) { //Check for existing depth textures... bool usingDepth = (AttachedCamera.depthTextureMode & DepthTextureMode.Depth) != 0; if(!usingDepth) { if(SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth)) AttachedCamera.depthTextureMode |= DepthTextureMode.Depth; } } }