Exemple #1
0
    public void OnEnable( )
    {
        Lightmapping.RequestLightsDelegate testDel = (Light [] requests, Unity.Collections.NativeArray <LightDataGI> lightsOutput) =>
        {
            DirectionalLight dLight = new DirectionalLight( );
            PointLight       point  = new PointLight( );
            SpotLight        spot   = new SpotLight( );
            RectangleLight   rect   = new RectangleLight( );
            LightDataGI      ld     = new LightDataGI( );

            for (int i = 0; i < requests.Length; i++)
            {
                Light l = requests [i];
                switch (l.type)
                {
                case UnityEngine.LightType.Directional: LightmapperUtils.Extract(l, ref dLight); ld.Init(ref dLight); break;

                case UnityEngine.LightType.Point: LightmapperUtils.Extract(l, ref point); ld.Init(ref point); break;

                case UnityEngine.LightType.Spot: LightmapperUtils.Extract(l, ref spot); ld.Init(ref spot); break;

                case UnityEngine.LightType.Area: LightmapperUtils.Extract(l, ref rect); ld.Init(ref rect); break;

                default: ld.InitNoBake(l.GetInstanceID( )); break;
                }

                ld.falloff       = FalloffType.InverseSquared;
                lightsOutput [i] = ld;
            }
        };

        Lightmapping.SetDelegate(testDel);
    }
        // Return true if the light must be added to the baking
        public static bool LightDataGIExtract(Light l, ref LightDataGI ld)
        {
            var add = l.GetComponent <HDAdditionalLightData>();

            if (add == null)
            {
                add = HDUtils.s_DefaultHDAdditionalLightData;
            }

            // TODO: Only take into account the light dimmer when we have real time GI.

            ld.instanceID    = l.GetInstanceID();
            ld.color         = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black();
            ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black();

            // Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.

            ld.mode = LightmapperUtils.Extract(l.lightmapBakeType);

            ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);

            if (add.lightTypeExtent == LightTypeExtent.Punctual)
            {
                // For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
                // We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
                ld.color.intensity         /= Mathf.PI;
                ld.indirectColor.intensity /= Mathf.PI;

                switch (l.type)
                {
                case LightType.Directional:
                    ld.orientation.SetLookRotation(l.transform.forward, Vector3.up);
                    ld.position       = Vector3.zero;
                    ld.range          = 0.0f;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                    ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f;
#else
                    ld.shape0 = 0.0f;
#endif
                    ld.shape1  = 0.0f;
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
                    ld.falloff = FalloffType.Undefined;
                    break;

                case LightType.Spot:

                    ld.orientation    = l.transform.rotation;
                    ld.position       = l.transform.position;
                    ld.range          = l.range;
                    ld.coneAngle      = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
                    ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01();
#if UNITY_EDITOR
                    ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
                    ld.shape0 = 0.0f;
#endif
                    ld.shape1  = 0.0f;
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Spot;
                    ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;

                    /*
                     * switch (add.spotLightShape)
                     * {
                     *  case SpotLightShape.Cone:
                     *      break;
                     *  case SpotLightShape.Pyramid:
                     *      break;
                     *  case SpotLightShape.Box:
                     *      break;
                     *  default:
                     *      Debug.Assert(false, "Encountered an unknown SpotLightShape.");
                     *      break;
                     * }
                     */
                    break;

                case LightType.Point:
                    ld.orientation    = Quaternion.identity;
                    ld.position       = l.transform.position;
                    ld.range          = l.range;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;

#if UNITY_EDITOR
                    ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
                    ld.shape0 = 0.0f;
#endif
                    ld.shape1  = 0.0f;
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
                    ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    break;

                // Note: We don't support this type in HDRP, but ini just in case
                case LightType.Area:
                    ld.orientation    = l.transform.rotation;
                    ld.position       = l.transform.position;
                    ld.range          = l.range;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                    ld.shape0 = l.areaSize.x;
                    ld.shape1 = l.areaSize.y;
#else
                    ld.shape0 = 0.0f;
                    ld.shape1 = 0.0f;
#endif
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
                    ld.falloff = FalloffType.Undefined;
                    break;

                default:
                    Debug.Assert(false, "Encountered an unknown LightType.");
                    break;
                }
            }
            else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
            {
                ld.orientation    = l.transform.rotation;
                ld.position       = l.transform.position;
                ld.range          = l.range;
                ld.coneAngle      = 0.0f;
                ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                ld.shape0 = l.areaSize.x;
                ld.shape1 = l.areaSize.y;
#else
                ld.shape0 = 0.0f;
                ld.shape1 = 0.0f;
#endif
                // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
                ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
                ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
            }
            else if (add.lightTypeExtent == LightTypeExtent.Line)
            {
                ld.InitNoBake(ld.instanceID);
            }
            else
            {
                Debug.Assert(false, "Encountered an unknown LightType.");
            }

            return(true);
        }
Exemple #3
0
        // Return true if the light must be added to the baking
        public static bool LightDataGIExtract(Light l, ref LightDataGI ld)
        {
            var add = l.GetComponent <HDAdditionalLightData>();

            if (add == null)
            {
                add = HDUtils.s_DefaultHDAdditionalLightData;
            }

            // TODO: Currently color temperature is not handled at runtime, need to expose useColorTemperature publicly
            Color cct = new Color(1.0f, 1.0f, 1.0f);

#if UNITY_EDITOR
            if (add.useColorTemperature)
            {
                cct = Mathf.CorrelatedColorTemperatureToRGB(l.colorTemperature);
            }
#endif

            // TODO: Only take into account the light dimmer when we have real time GI.
            ld.instanceID = l.GetInstanceID();
            LinearColor directColor, indirectColor;
            directColor          = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black();
            directColor.red     *= cct.r;
            directColor.green   *= cct.g;
            directColor.blue    *= cct.b;
            indirectColor        = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black();
            indirectColor.red   *= cct.r;
            indirectColor.green *= cct.g;
            indirectColor.blue  *= cct.b;
#if UNITY_EDITOR
            LightMode lightMode = LightmapperUtils.Extract(l.lightmapBakeType);
#else
            LightMode lightMode = LightmapperUtils.Extract(l.bakingOutput.lightmapBakeType);
#endif

            ld.color         = directColor;
            ld.indirectColor = indirectColor;

            // Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.

            // The difference is that `l.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
            // In that case `l.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `l.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
#if UNITY_EDITOR
            ld.mode = LightmapperUtils.Extract(l.lightmapBakeType);
#else
            ld.mode = LightmapperUtils.Extract(l.bakingOutput.lightmapBakeType);
#endif

            ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);

            if (add.lightTypeExtent == LightTypeExtent.Punctual)
            {
                // For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
                // We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
                ld.color.intensity         /= Mathf.PI;
                ld.indirectColor.intensity /= Mathf.PI;
                directColor.intensity      /= Mathf.PI;
                indirectColor.intensity    /= Mathf.PI;

                switch (l.type)
                {
                case LightType.Directional:
                    ld.orientation.SetLookRotation(l.transform.forward, Vector3.up);
                    ld.position       = Vector3.zero;
                    ld.range          = 0.0f;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                    ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f;
#else
                    ld.shape0 = 0.0f;
#endif
                    ld.shape1  = 0.0f;
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
                    ld.falloff = FalloffType.Undefined;
                    break;

                case LightType.Spot:
                    switch (add.spotLightShape)
                    {
                    case SpotLightShape.Cone:
                    {
                        SpotLight spot;
                        spot.instanceID = l.GetInstanceID();
                        spot.shadow     = l.shadows != LightShadows.None;
                        spot.mode       = lightMode;
#if UNITY_EDITOR
                        spot.sphereRadius = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
                        spot.sphereRadius = 0.0f;
#endif
                        spot.position       = l.transform.position;
                        spot.orientation    = l.transform.rotation;
                        spot.color          = directColor;
                        spot.indirectColor  = indirectColor;
                        spot.range          = l.range;
                        spot.coneAngle      = l.spotAngle * Mathf.Deg2Rad;
                        spot.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.innerSpotPercent01;
                        spot.falloff        = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                        spot.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
                        ld.Init(ref spot);
                        ld.shape1 = (float)AngularFalloffType.AnalyticAndInnerAngle;
                    }
                    break;

                    case SpotLightShape.Pyramid:
                    {
                        SpotLightPyramidShape pyramid;
                        pyramid.instanceID    = l.GetInstanceID();
                        pyramid.shadow        = l.shadows != LightShadows.None;
                        pyramid.mode          = lightMode;
                        pyramid.position      = l.transform.position;
                        pyramid.orientation   = l.transform.rotation;
                        pyramid.color         = directColor;
                        pyramid.indirectColor = indirectColor;
                        pyramid.range         = l.range;
                        pyramid.angle         = l.spotAngle * Mathf.Deg2Rad;
                        pyramid.aspectRatio   = add.aspectRatio;
                        pyramid.falloff       = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                        ld.Init(ref pyramid);
                    }
                    break;

                    case SpotLightShape.Box:
                    {
                        SpotLightBoxShape box;
                        box.instanceID    = l.GetInstanceID();
                        box.shadow        = l.shadows != LightShadows.None;
                        box.mode          = lightMode;
                        box.position      = l.transform.position;
                        box.orientation   = l.transform.rotation;
                        box.color         = directColor;
                        box.indirectColor = indirectColor;
                        box.range         = l.range;
                        box.width         = add.shapeWidth;
                        box.height        = add.shapeHeight;
                        ld.Init(ref box);
                    }
                    break;

                    default:
                        Debug.Assert(false, "Encountered an unknown SpotLightShape.");
                        break;
                    }
                    break;

                case LightType.Point:
                    ld.orientation    = Quaternion.identity;
                    ld.position       = l.transform.position;
                    ld.range          = l.range;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;

#if UNITY_EDITOR
                    ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
#else
                    ld.shape0 = 0.0f;
#endif
                    ld.shape1  = 0.0f;
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
                    ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    break;

                // Note: We don't support this type in HDRP, but ini just in case
                case LightType.Rectangle:
                    ld.orientation    = l.transform.rotation;
                    ld.position       = l.transform.position;
                    ld.range          = l.range;
                    ld.coneAngle      = 0.0f;
                    ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                    ld.shape0 = l.areaSize.x;
                    ld.shape1 = l.areaSize.y;
#else
                    ld.shape0 = 0.0f;
                    ld.shape1 = 0.0f;
#endif
                    ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
                    ld.falloff = FalloffType.Undefined;
                    break;

                default:
                    Debug.Assert(false, "Encountered an unknown LightType.");
                    break;
                }
            }
            else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
            {
                ld.orientation    = l.transform.rotation;
                ld.position       = l.transform.position;
                ld.range          = l.range;
                ld.coneAngle      = 0.0f;
                ld.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                ld.shape0 = l.areaSize.x;
                ld.shape1 = l.areaSize.y;
#else
                ld.shape0 = 0.0f;
                ld.shape1 = 0.0f;
#endif
                // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
                ld.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
                ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
            }
            else if (add.lightTypeExtent == LightTypeExtent.Tube)
            {
                ld.InitNoBake(ld.instanceID);
            }
            else
            {
                Debug.Assert(false, "Encountered an unknown LightType.");
            }

            return(true);
        }
        // Return true if the light must be added to the baking
        public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI)
        {
            var add = light.GetComponent <HDAdditionalLightData>();

            if (add == null)
            {
                add = HDUtils.s_DefaultHDAdditionalLightData;
            }

            Cookie cookie;

            LightmapperUtils.Extract(light, out cookie);
            lightDataGI.cookieID    = cookie.instanceID;
            lightDataGI.cookieScale = cookie.scale;

            Color cct = new Color(1.0f, 1.0f, 1.0f);

            if (add.useColorTemperature)
            {
                cct = Mathf.CorrelatedColorTemperatureToRGB(light.colorTemperature);
            }

#if UNITY_EDITOR
            LightMode lightMode = LightmapperUtils.Extract(light.lightmapBakeType);
#else
            LightMode lightMode = LightmapperUtils.Extract(light.bakingOutput.lightmapBakeType);
#endif

            float lightDimmer = 1;

            if (lightMode == LightMode.Realtime && add.affectDiffuse)
            {
                lightDimmer = add.lightDimmer;
            }

            lightDataGI.instanceID = light.GetInstanceID();
            LinearColor directColor, indirectColor;
            directColor              = add.affectDiffuse ? LinearColor.Convert(light.color, light.intensity) : LinearColor.Black();
            directColor.red         *= cct.r;
            directColor.green       *= cct.g;
            directColor.blue        *= cct.b;
            directColor.intensity   *= lightDimmer;
            indirectColor            = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(light) : LinearColor.Black();
            indirectColor.red       *= cct.r;
            indirectColor.green     *= cct.g;
            indirectColor.blue      *= cct.b;
            indirectColor.intensity *= lightDimmer;

            lightDataGI.color         = directColor;
            lightDataGI.indirectColor = indirectColor;

            // Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.

            // The difference is that `l.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
            // In that case `l.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `l.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
#if UNITY_EDITOR
            lightDataGI.mode = LightmapperUtils.Extract(light.lightmapBakeType);
#else
            lightDataGI.mode = LightmapperUtils.Extract(light.bakingOutput.lightmapBakeType);
#endif

            lightDataGI.shadow = (byte)(light.shadows != LightShadows.None ? 1 : 0);

            HDLightType lightType = add.ComputeLightType(light);
            if (lightType != HDLightType.Area)
            {
                // For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
                // We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
                lightDataGI.color.intensity         /= Mathf.PI;
                lightDataGI.indirectColor.intensity /= Mathf.PI;
                directColor.intensity   /= Mathf.PI;
                indirectColor.intensity /= Mathf.PI;
            }

            switch (lightType)
            {
            case HDLightType.Directional:
                lightDataGI.orientation    = light.transform.rotation;
                lightDataGI.position       = light.transform.position;
                lightDataGI.range          = 0.0f;
                lightDataGI.coneAngle      = add.shapeWidth;
                lightDataGI.innerConeAngle = add.shapeHeight;
#if UNITY_EDITOR
                lightDataGI.shape0 = light.shadows != LightShadows.None ? (Mathf.Deg2Rad * light.shadowAngle) : 0.0f;
#else
                lightDataGI.shape0 = 0.0f;
#endif
                lightDataGI.shape1         = 0.0f;
                lightDataGI.type           = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
                lightDataGI.falloff        = FalloffType.Undefined;
                lightDataGI.coneAngle      = add.shapeWidth;
                lightDataGI.innerConeAngle = add.shapeHeight;
                break;

            case HDLightType.Spot:
                switch (add.spotLightShape)
                {
                case SpotLightShape.Cone:
                {
                    SpotLight spot;
                    spot.instanceID = light.GetInstanceID();
                    spot.shadow     = light.shadows != LightShadows.None;
                    spot.mode       = lightMode;
#if UNITY_EDITOR
                    spot.sphereRadius = light.shadows != LightShadows.None ? light.shadowRadius : 0.0f;
#else
                    spot.sphereRadius = 0.0f;
#endif
                    spot.position       = light.transform.position;
                    spot.orientation    = light.transform.rotation;
                    spot.color          = directColor;
                    spot.indirectColor  = indirectColor;
                    spot.range          = light.range;
                    spot.coneAngle      = light.spotAngle * Mathf.Deg2Rad;
                    spot.innerConeAngle = light.spotAngle * Mathf.Deg2Rad * add.innerSpotPercent01;
                    spot.falloff        = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    spot.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle;
                    lightDataGI.Init(ref spot, ref cookie);
                    lightDataGI.shape1 = (float)AngularFalloffType.AnalyticAndInnerAngle;
                    if (light.cookie != null)
                    {
                        lightDataGI.cookieID = light.cookie.GetInstanceID();
                    }
                    else if (add.IESSpot != null)
                    {
                        lightDataGI.cookieID = add.IESSpot.GetInstanceID();
                    }
                    else
                    {
                        lightDataGI.cookieID = 0;
                    }
                }
                break;

                case SpotLightShape.Pyramid:
                {
                    SpotLightPyramidShape pyramid;
                    pyramid.instanceID    = light.GetInstanceID();
                    pyramid.shadow        = light.shadows != LightShadows.None;
                    pyramid.mode          = lightMode;
                    pyramid.position      = light.transform.position;
                    pyramid.orientation   = light.transform.rotation;
                    pyramid.color         = directColor;
                    pyramid.indirectColor = indirectColor;
                    pyramid.range         = light.range;
                    pyramid.angle         = light.spotAngle * Mathf.Deg2Rad;
                    pyramid.aspectRatio   = add.aspectRatio;
                    pyramid.falloff       = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    lightDataGI.Init(ref pyramid, ref cookie);
                    if (light.cookie != null)
                    {
                        lightDataGI.cookieID = light.cookie.GetInstanceID();
                    }
                    else if (add.IESSpot != null)
                    {
                        lightDataGI.cookieID = add.IESSpot.GetInstanceID();
                    }
                    else
                    {
                        lightDataGI.cookieID = 0;
                    }
                }
                break;

                case SpotLightShape.Box:
                {
                    SpotLightBoxShape box;
                    box.instanceID    = light.GetInstanceID();
                    box.shadow        = light.shadows != LightShadows.None;
                    box.mode          = lightMode;
                    box.position      = light.transform.position;
                    box.orientation   = light.transform.rotation;
                    box.color         = directColor;
                    box.indirectColor = indirectColor;
                    box.range         = light.range;
                    box.width         = add.shapeWidth;
                    box.height        = add.shapeHeight;
                    lightDataGI.Init(ref box, ref cookie);
                    if (light.cookie != null)
                    {
                        lightDataGI.cookieID = light.cookie.GetInstanceID();
                    }
                    else if (add.IESSpot != null)
                    {
                        lightDataGI.cookieID = add.IESSpot.GetInstanceID();
                    }
                    else
                    {
                        lightDataGI.cookieID = 0;
                    }
                }
                break;

                default:
                    Debug.Assert(false, "Encountered an unknown SpotLightShape.");
                    break;
                }
                break;

            case HDLightType.Point:
                lightDataGI.orientation    = light.transform.rotation;
                lightDataGI.position       = light.transform.position;
                lightDataGI.range          = light.range;
                lightDataGI.coneAngle      = 0.0f;
                lightDataGI.innerConeAngle = 0.0f;

#if UNITY_EDITOR
                lightDataGI.shape0 = light.shadows != LightShadows.None ? light.shadowRadius : 0.0f;
#else
                lightDataGI.shape0 = 0.0f;
#endif
                lightDataGI.shape1  = 0.0f;
                lightDataGI.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
                lightDataGI.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                break;

            case HDLightType.Area:
                switch (add.areaLightShape)
                {
                case AreaLightShape.Rectangle:
                    lightDataGI.orientation    = light.transform.rotation;
                    lightDataGI.position       = light.transform.position;
                    lightDataGI.range          = light.range;
                    lightDataGI.coneAngle      = 0.0f;
                    lightDataGI.innerConeAngle = 0.0f;
                    lightDataGI.shape0         = add.shapeWidth;
                    lightDataGI.shape1         = add.shapeHeight;

                    // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
                    lightDataGI.type    = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
                    lightDataGI.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    if (add.areaLightCookie != null)
                    {
                        lightDataGI.cookieID = add.areaLightCookie.GetInstanceID();
                    }
                    else if (add.IESSpot != null)
                    {
                        lightDataGI.cookieID = add.IESSpot.GetInstanceID();
                    }
                    else
                    {
                        lightDataGI.cookieID = 0;
                    }
                    break;

                case AreaLightShape.Tube:
                    lightDataGI.InitNoBake(lightDataGI.instanceID);
                    break;

                case AreaLightShape.Disc:
                    lightDataGI.orientation    = light.transform.rotation;
                    lightDataGI.position       = light.transform.position;
                    lightDataGI.range          = light.range;
                    lightDataGI.coneAngle      = 0.0f;
                    lightDataGI.innerConeAngle = 0.0f;
#if UNITY_EDITOR
                    lightDataGI.shape0 = light.areaSize.x;
                    lightDataGI.shape1 = light.areaSize.y;
#else
                    lightDataGI.shape0 = 0.0f;
                    lightDataGI.shape1 = 0.0f;
#endif
                    // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
                    lightDataGI.type     = UnityEngine.Experimental.GlobalIllumination.LightType.Disc;
                    lightDataGI.falloff  = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
                    lightDataGI.cookieID = add.areaLightCookie ? add.areaLightCookie.GetInstanceID() : 0;
                    break;

                default:
                    Debug.Assert(false, "Encountered an unknown AreaLightShape.");
                    break;
                }
                break;

            default:
                Debug.Assert(false, "Encountered an unknown LightType.");
                break;
            }

            return(true);
        }