Пример #1
0
        // The serialized property for color temperature is stored in the build-in light editor, and we need to use this object to apply the update.
        protected override void SetValueToPreset(SerializedProperty value, LightUnitSliderUIRange preset)
        {
            m_Settings.Update();

            base.SetValueToPreset(value, preset);

            m_Settings.ApplyModifiedProperties();
        }
        /// <summary>Constructor</summary>
        /// <param name="serializedObject"><see cref="SerializedObject"/> with the light</param>
        /// <param name="settings"><see cref="LightEditor.Settings"/>with the settings</param>
        public UniversalRenderPipelineSerializedLight(SerializedObject serializedObject, LightEditor.Settings settings)
        {
            this.settings = settings;
            settings.OnEnable();

            this.serializedObject = serializedObject;

            lightsAdditionalData = CoreEditorUtils
                                   .GetAdditionalData <UniversalAdditionalLightData>(serializedObject.targetObjects);
            serializedAdditionalDataObject = new SerializedObject(lightsAdditionalData);

            intensity = serializedObject.FindProperty("m_Intensity");

            useAdditionalDataProp = serializedAdditionalDataObject.FindProperty("m_UsePipelineSettings");
            additionalLightsShadowResolutionTierProp = serializedAdditionalDataObject.FindProperty("m_AdditionalLightsShadowResolutionTier");

            lightLayerMask     = serializedAdditionalDataObject.FindProperty("m_LightLayerMask");
            customShadowLayers = serializedAdditionalDataObject.FindProperty("m_CustomShadowLayers");
            shadowLayerMask    = serializedAdditionalDataObject.FindProperty("m_ShadowLayerMask");

            settings.ApplyModifiedProperties();
        }
Пример #3
0
 public void Apply()
 {
     serializedLightDatas.ApplyModifiedProperties();
     serializedShadowDatas.ApplyModifiedProperties();
     settings.ApplyModifiedProperties();
 }