void OnQualityLevelChanged() { GetComponent <Camera>().renderingPath = GameBuilderApplication.GetQuality() == GameBuilderApplication.Quality.Low ? RenderingPath.Forward : RenderingPath.DeferredShading; }
void OnQualityLevelChanged() { CheckHQL(); CheckLQL(); CheckPost(); CheckPostProfile(); var quality = GameBuilderApplication.GetQuality(); if (quality == GameBuilderApplication.Quality.High) { HighQualityLighting.SetActive(true); LowQualityLighting.SetActive(false); post.enabled = true; post.profile.GetSetting <URP.MotionBlur>().enabled.value = true; post.profile.GetSetting <URP.AmbientOcclusion>().enabled.value = true; } else if (quality == GameBuilderApplication.Quality.Medium) { // Still want shadows for med, but their distance is reduced. HighQualityLighting.SetActive(true); LowQualityLighting.SetActive(false); post.enabled = true; post.profile.GetSetting <URP.MotionBlur>().enabled.value = false; post.profile.GetSetting <URP.AmbientOcclusion>().enabled.value = false; } else { Debug.Assert(quality == GameBuilderApplication.Quality.Low, $"Expected Low quality. Got: {quality.ToString()}"); HighQualityLighting.SetActive(false); LowQualityLighting.SetActive(true); // NO POST! post.enabled = false; } }