Exemplo n.º 1
0
    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;
        }
    }
Exemplo n.º 2
0
    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;
        }
    }