Esempio n. 1
0
 public static int set_shadowCastingMode_wrap(long L)
 {
     try
     {
         long nThisPtr            = FCLibHelper.fc_get_inport_obj_ptr(L);
         UnityEngine.Renderer ret = get_obj(nThisPtr);
         UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)(FCLibHelper.fc_get_int(L, 0));
         ret.shadowCastingMode = arg0;
     }
     catch (Exception e)
     {
         Debug.LogException(e);
     }
     return(0);
 }
Esempio n. 2
0
    private static void ChangeShadowCastingMode(UnityEngine.Rendering.ShadowCastingMode scm)
    {
        List <Renderer> rds          = new List <Renderer>(FindObjectsOfType <MeshRenderer>());
        List <Shader>   charaShaders = new List <Shader>();

        charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaMain"));
        charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaMain_WO"));
        charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaTransparent"));
        foreach (SkinnedMeshRenderer smr in FindObjectsOfType <SkinnedMeshRenderer>())
        {
            rds.Add(smr);
        }
        for (int i = 0; i < rds.Count; i++)
        {
            if (!charaShaders.Contains(rds[i].sharedMaterial.shader))
            {
                rds[i].shadowCastingMode = scm;
            }
        }
    }