protected void BaseLightPass(StandardMaterialBase material, Renderer renderer, Light light) { m_EPSpecularLightColor.SetValue(material.SpecularColor.ToVector3()); m_EPSpecularPower.SetValue(material.Shininess); m_EPSpecularIntensity.SetValue(material.SpecularIntensity); m_EPLightColor.SetValue(light._color); m_EPLightDirection.SetValue(light.Direction); m_EPLightPosition.SetValue(light._transform.LocalPosition); m_EPLightSpotAngle.SetValue(light.Angle); m_EPLightIntensity.SetValue(light.Intensity); m_EPLightRange.SetValue(light.Radius); m_EPLightFallOff.SetValue(light.FallOf); m_EPLightType.SetValue((int)light.TypeLight); #if !DESKTOP m_EPFogColor.SetValue(Scene.current.RenderSettings.fogColor); m_EPFogData.SetValue(Scene.current.RenderSettings.fogData); #endif m_EPShadowStrength.SetValue(light._shadowGenerator.ShadowStrength); m_EPShadowBias.SetValue(light._shadowGenerator.ShadowBias); m_EPShadowMap.SetValue(light._shadowGenerator.ShadowMap); m_EPShadowEnabled.SetValue(renderer.ReceiveShadow); m_EPLightView.SetValue(light._viewMatrix); m_EPLightProjection.SetValue(light._projectionMatrix); m_EPSpecularTextureEnabled.SetValue(material.SpecularTexture != null); m_EPSpecularTexture.SetValue(material.SpecularTexture); m_PassLight.Apply(); }
protected void BasePass(StandardMaterialBase material, Renderer renderable) { m_EPWorld.SetValue(renderable.Transform._worldMatrix); m_EPTextureTilling.SetValue(material.Tiling); m_EPDiffuseColor.SetValue(material._diffuseColor); m_EPMainTexture.SetValue(material.MainTexture); m_PassAmbient.Apply(); }