/// <summary> /// Converts a <see cref="LightEstimation"/> to a <c>Feature</c>. /// </summary> /// <param name="self">The <see cref="LightEstimation"/> being extended.</param> /// <returns>A <c>Feature</c> representation of the <see cref="LightEstimation"/> with the relevant bits enabled.</returns> public static Feature ToFeature(this LightEstimation self) { var feature = Feature.None; if ((self & LightEstimation.AmbientIntensity) != LightEstimation.None) { feature |= Feature.LightEstimationAmbientIntensity; } if ((self & LightEstimation.AmbientColor) != LightEstimation.None) { feature |= Feature.LightEstimationAmbientColor; } if ((self & LightEstimation.AmbientSphericalHarmonics) != LightEstimation.None) { feature |= Feature.LightEstimationAmbientSphericalHarmonics; } if ((self & LightEstimation.MainLightDirection) != LightEstimation.None) { feature |= Feature.LightEstimationMainLightDirection; } if ((self & LightEstimation.MainLightIntensity) != LightEstimation.None) { feature |= Feature.LightEstimationMainLightIntensity; } return(feature); }
void OnEnable() { arLightEmissionID = Shader.PropertyToID("_AR_LightEmission"); arLightColorID = Shader.PropertyToID("_AR_LightColor"); lightEstimation = FindObjectOfType <LightEstimation>(); light = GameObject.Find("Directional Light").GetComponent <Light>(); }
void Start() { _lightEstimation = new LightEstimation(); _planeBackgroundMaterial = _backgroundPlaneRenderer.material; _currentScreenShot = new Texture2D(750, 1334); _data = ReadJsonFile(_folderPath); SetFrameDipendentValues(_selectedFrame, null); }
/// <summary> /// Converts a <see cref="LightEstimation"/> to the deprecated <c>LightEstimationMode</c>. /// </summary> /// <param name="self">The <see cref="LightEstimation"/> being converted.</param> /// <returns>A <c>LightEstimationMode</c> representation of the <see cref="LightEstimation"/>.</returns> public static LightEstimationMode ToLightEstimationMode(this LightEstimation self) { switch (self) { case LightEstimation.AmbientColor: case LightEstimation.AmbientIntensity: return(LightEstimationMode.AmbientIntensity); case LightEstimation.AmbientSphericalHarmonics: case LightEstimation.MainLightDirection: case LightEstimation.MainLightIntensity: return(LightEstimationMode.EnvironmentalHDR); default: return(LightEstimationMode.Disabled); } }
void Awake() { m_LightEstimation = FindObjectOfType <LightEstimation>(); }
void Awake() { m_LightEstimation = GetComponent <LightEstimation>(); }