private void OnDisable() { Logger.Log("Lighting system disabled.", Category.Lighting); //don't run lighting system on headless if (GameData.IsHeadlessServer) { return; } OnLightingSystemEnabled?.Invoke(false); // Set object occlusion white, so occlusion dependent shaders will show appropriately while system is off. Shader.SetGlobalTexture("_ObjectFovMask", Texture2D.whiteTexture); // Default parameters to force parameters update on enable. operationParameters = default(OperationParameters); HandlePPPositionRequest -= ProviderPPPosition; // We can enable background layers again if (mMainCamera) { mMainCamera.cullingMask |= renderSettings.backgroundLayers; } if (mTextureDataRequest != null) { mTextureDataRequest.Dispose(); mTextureDataRequest = null; } }
private void OnDisable() { Logger.Log("Lighting system disabled.", Category.Lighting); //don't run lighting system on headless if (GameData.IsHeadlessServer) { return; } // Set object occlusion white, so occlusion dependent shaders will show appropriately while system is off. Shader.SetGlobalTexture("_ObjectFovMask", Texture2D.whiteTexture); // Default parameters to force parameters update on enable. operationParameters = default(OperationParameters); HandlePPPositionRequest -= ProviderPPPosition; if (mTextureDataRequest != null) { mTextureDataRequest.Dispose(); mTextureDataRequest = null; } }