void ApplyToScene() { RenderSettingsComponent myTarget = (RenderSettingsComponent)target; UnityEngine.RenderSettings.fog = myTarget.fog; UnityEngine.RenderSettings.fogColor = myTarget.fogColor; UnityEngine.RenderSettings.fogMode = myTarget.fogMode; UnityEngine.RenderSettings.fogDensity = myTarget.fogDensity; UnityEngine.RenderSettings.fogStartDistance = myTarget.linearFogStart; UnityEngine.RenderSettings.fogEndDistance = myTarget.linearFogEnd; UnityEngine.RenderSettings.ambientLight = myTarget.ambientLight; RenderSettings.ambientEquatorColor = myTarget.ambientEquatorColor; RenderSettings.ambientGroundColor = myTarget.ambientGroundColor; RenderSettings.ambientIntensity = myTarget.ambientIntensity; RenderSettings.ambientMode = myTarget.ambientMode; RenderSettings.ambientProbe = myTarget.ambientProbe; RenderSettings.ambientSkyColor = myTarget.ambientSkyColor; UnityEngine.RenderSettings.skybox = myTarget.skyboxMaterial; UnityEngine.RenderSettings.haloStrength = myTarget.haloStrength; UnityEngine.RenderSettings.flareStrength = myTarget.flareStrength; }
void CopyFromScene() { RenderSettingsComponent myTarget = (RenderSettingsComponent)target; myTarget.fog = UnityEngine.RenderSettings.fog; myTarget.fogColor = UnityEngine.RenderSettings.fogColor; myTarget.fogMode = UnityEngine.RenderSettings.fogMode; myTarget.fogDensity = UnityEngine.RenderSettings.fogDensity; myTarget.linearFogStart = UnityEngine.RenderSettings.fogStartDistance; myTarget.linearFogEnd = UnityEngine.RenderSettings.fogEndDistance; myTarget.ambientLight = UnityEngine.RenderSettings.ambientLight; myTarget.ambientEquatorColor = RenderSettings.ambientEquatorColor; myTarget.ambientGroundColor = RenderSettings.ambientGroundColor; myTarget.ambientIntensity = RenderSettings.ambientIntensity; myTarget.ambientMode = RenderSettings.ambientMode; myTarget.ambientProbe = RenderSettings.ambientProbe; myTarget.ambientSkyColor = RenderSettings.ambientSkyColor; myTarget.skyboxMaterial = UnityEngine.RenderSettings.skybox; myTarget.haloStrength = UnityEngine.RenderSettings.haloStrength; }