示例#1
0
 public void DeRegister(DynamicPointLightInstance light)
 {
     if (lights.Contains(light))
     {
         //EB.Debug.Log("light deregistered!");
         lights.Remove(light);
     }
 }
示例#2
0
 public void Register(DynamicPointLightInstance light)
 {
     if (lights.Contains(light))
     {
         EB.Debug.LogWarning("DynamicPointLight trying to register the same light!");
         return;
     }
     if (lights.Count < lights.Capacity)
     {
         lights.Add(light);
     }
     else
     {
         EB.Debug.LogWarning("Too many DynamicPointLights!");
     }
 }
示例#3
0
    public void Sim()
    {
        Matrix4x4 lighting   = new Matrix4x4();
        Matrix4x4 position   = new Matrix4x4();
        Vector4   multiplier = new Vector4();
        Vector4   intensity  = new Vector4();

        for (int i = 0; i < lights.Count; ++i)
        {
            DynamicPointLightInstance light = lights[i];

            float t = (light.Lifetime % light.CycleTime) / light.CycleTime;


            Color col = light.Gradient.Evaluate(t);
            lighting.SetColumn(i, col);

            Vector3 pos = light.gameObject.transform.position;
            position.SetRow(i, new Vector4(pos.x, pos.y, pos.z, 0.0f));

            intensity[i] = light.Intensity.Evaluate(t) * light.IntensityMultiplier;

            float fallOff = Mathf.Max(0.01f, light.IntensityFallOffDistance);
            multiplier[i] = 25.0f / (fallOff * fallOff);
        }

        for (int i = lights.Count; i < 4; ++i)
        {
            position.SetRow(i, Vector4.zero);
            lighting.SetColumn(i, Vector4.zero);
            multiplier[i] = 0;
            intensity[i]  = 1;
        }

        Shader.SetGlobalMatrix("_EBGPointLightColor", lighting);
        Shader.SetGlobalMatrix("_EBGPointLightPosition", position);
        Shader.SetGlobalVector("_EBGPointLightMultiplier", multiplier);
        Shader.SetGlobalVector("_EBGPointLightIntensity", intensity);
    }