private void ParseLight( GameObject[] roots, ref SceneParseResult sceneParseResult) { var lights = GetAllLights(roots); if (!IsAllLightsDirty(lights)) { // All the lights are unchange, no need to rebuild return; } sceneParseResult.ClearAllLights(); foreach (var light in lights) { if (light.gameObject.activeInHierarchy) { sceneParseResult.AddLight(light.GetLightInfo()); } } // // Placeholder for scene parsing // sceneParseResult.AddLight(new RTLightInfo( // position: new Vector3(1, 1, 1), // rotation: new Vector3(0, 0, -1), // type: 0 // )); // sceneParseResult.AddLight(new RTLightInfo( // position: new Vector3(0, 0, 0), // rotation: new Vector3(0, 0, 0), // type: 1 // )); }
private void ParseLight(ref SceneParseResult sceneParseResult) { sceneParseResult.ClearAllLights(); // Placeholder for scene parsing sceneParseResult.AddLight(new RTLightInfo( instance: 0, position: new Vector3(1, 1, 1), rotation: new Vector3(0, 0, -1), type: 0 )); sceneParseResult.AddLight(new RTLightInfo( instance: 0, position: new Vector3(0, 0, 0), rotation: new Vector3(0, 0, 0), type: 1 )); }