static Color GetLightInnerConeColor(Color wireframeColor) { Color color = wireframeColor; color.a = 0.4f; return(RemapLightColor(CoreUtils.ConvertLinearToActiveColorSpace(color.linear))); }
static Color GetLightBehindObjectWireframeColor(Color wireframeColor) { Color color = wireframeColor; color.a = 0.2f; return(RemapLightColor(CoreUtils.ConvertLinearToActiveColorSpace(color.linear))); }
void SetupPerFrameShaderConstants() { // When glossy reflections are OFF in the shader we set a constant color to use as indirect specular SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe; Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity; Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor); Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor); // Used when subtractive mode is selected Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor)); }