// Use this for initialization void Start() { GI_PROXY_script = this.gameObject.GetComponent(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (PointLight != null) { PointLight.gameObject.SetActive(true); GI_PROXY_POINT_script = PointLight.gameObject.GetComponentInChildren(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (GI_PROXY_POINT_script != null) { PointLight.gameObject.SetActive(false); } } if (SpotLight != null) { SpotLight.gameObject.SetActive(true); GI_PROXY_SPOT_script = SpotLight.gameObject.GetComponentInChildren(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (GI_PROXY_SPOT_script != null) { SpotLight.gameObject.SetActive(false); } } Initial_point_light_pos = PointLight.transform.position; }
// Use this for initialization void Start() { //v3.4 //QualitySettings.shadowDistance = 150; //v3.4.9 disable these two, as they creak volumetric lighting initialization !!! //QualitySettings.shadowCascades = 2; //QualitySettings.antiAliasing = //InitPos = GI_PROXY_script = this.gameObject.GetComponent(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (PointLight != null) { PointLight.gameObject.SetActive(true); GI_PROXY_POINT_script = PointLight.gameObject.GetComponentInChildren(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (GI_PROXY_POINT_script != null) { PointLight.gameObject.SetActive(false); } } if (SpotLight != null) { SpotLight.gameObject.SetActive(true); GI_PROXY_SPOT_script = SpotLight.gameObject.GetComponentInChildren(typeof(LightCollisionsPDM)) as LightCollisionsPDM; if (GI_PROXY_SPOT_script != null) { SpotLight.gameObject.SetActive(false); } } Initial_point_light_pos = PointLight.transform.position; current_time = Time.fixedTime; }
// Use this for initialization void Start() { GI_PROXY_script = this.gameObject.GetComponent(typeof(LightCollisionsPDM)) as LightCollisionsPDM; }