public void PasteEnvironmentSettings() { skybox = t_skybox; sourceLighting = t_sourceLighting; ambientSkyColor = t_ambientSkyColor; ambientEquatorColor = t_ambientEquatorColor; ambientGroundColor = t_ambientGroundColor; ambientIntensity = t_ambientIntensity; defaultReflectionMode = t_defaultReflectionMode; defaultReflectionResolution = t_defaultReflectionResolution; customReflection = t_customReflection; reflectionIntensity = t_reflectionIntensity; reflectionBounces = t_reflectionBounces; }
public void CopyEnvironmentSettings() { t_skybox = skybox; t_sourceLighting = sourceLighting; t_ambientSkyColor = ambientSkyColor; t_ambientEquatorColor = ambientEquatorColor; t_ambientGroundColor = ambientGroundColor; t_ambientIntensity = ambientIntensity; t_defaultReflectionMode = defaultReflectionMode; t_defaultReflectionResolution = defaultReflectionResolution; t_customReflection = customReflection; t_reflectionIntensity = reflectionIntensity; t_reflectionBounces = reflectionBounces; }
private void SetEnvironmentLighting(LightingProfile current, LightingProfile source, float blend) { //Debug.Log("<color=#FF8F00>Changing Source Environment Lighting...</color>"); if (sourceLighting != source.sourceLighting) { sourceLighting = source.sourceLighting; Debug.Log("<color=green>ENVIRONMENT LIGHTING</color> changed!"); } ambientEquatorColor = Color.Lerp(current.ambientEquatorColor, source.ambientEquatorColor, blend); ambientGroundColor = Color.Lerp(current.ambientGroundColor, source.ambientGroundColor, blend); ambientIntensity = Mathf.Lerp(current.ambientIntensity, source.ambientIntensity, blend); ambientSkyColor = Color.Lerp(current.ambientSkyColor, source.ambientSkyColor, blend); }
public void CopyFromCurrentScene() { ambientEquatorColor = RenderSettings.ambientEquatorColor; ambientGroundColor = RenderSettings.ambientGroundColor; ambientIntensity = RenderSettings.ambientIntensity; sourceLighting = (SourceLighting)RenderSettings.ambientMode; ambientSkyColor = RenderSettings.ambientSkyColor; customReflection = RenderSettings.customReflection; defaultReflectionMode = RenderSettings.defaultReflectionMode; defaultReflectionResolution = RenderSettings.defaultReflectionResolution; flareFadeSpeed = RenderSettings.flareFadeSpeed; flareStrength = RenderSettings.flareStrength; fog = RenderSettings.fog; fogColor = RenderSettings.fogColor; fogDensity = RenderSettings.fogDensity; fogEndDistance = RenderSettings.fogEndDistance; fogMode = RenderSettings.fogMode; fogStartDistance = RenderSettings.fogStartDistance; haloStrength = RenderSettings.haloStrength; reflectionBounces = RenderSettings.reflectionBounces; reflectionIntensity = RenderSettings.reflectionIntensity; skybox = RenderSettings.skybox; subtractiveShadowColor = RenderSettings.subtractiveShadowColor; }