/// <summary> /// シャドーの設定をする /// </summary> /// <param name="gameObject"></param> /// <param name="cast">キャスト</param> /// <param name="receive">受ける</param> public static void SetShadowPrameter(this GameObject gameObject, UnityEngine.Rendering.ShadowCastingMode cast, bool receive) { if (gameObject == null) { return; } { var meshRenderers = gameObject.GetComponentsInChildren <MeshRenderer>(); foreach (var mesh in meshRenderers) { mesh.shadowCastingMode = cast; mesh.receiveShadows = receive; } } { var meshRenderers = gameObject.GetComponentsInChildren <SkinnedMeshRenderer>(); foreach (var mesh in meshRenderers) { mesh.shadowCastingMode = cast; mesh.receiveShadows = receive; } } }
// void LogVisibility(){ // lastVisibility = visibilityToggler.GetVisibility(); // subjectLog.Log (GameClock.SystemTime_Milliseconds, subjectLog.GetFrameCount(), nameToLog + separator + "VISIBILITY" + separator + lastVisibility); // } public void LogShadowSettings(UnityEngine.Rendering.ShadowCastingMode shadowMode) { if (ExperimentSettings.isLogging) { subjectLog.Log(GameClock.SystemTime_Milliseconds, subjectLog.GetFrameCount(), nameToLog + separator + "SHADOW_SETTING" + separator + shadowMode); } }
private void Start() { // startingLayer = gameObject.layer; ProjectObject po = GetComponent <ProjectObject> (); foreach (Lod lod in po.lods) { objectRenderer.Add(lod.meshRenderer); } if (objectRenderer.Count == 0) { Destroy(this); } else { SCMode = objectRenderer[0].shadowCastingMode; if (!VRDOC_Camera._VRDOC_Camera.enabled) { this.enabled = false; } // if(!isTransparent) // CheckTransparency(); } }
// Initialise UI controls void InitControls() { GameObject PBRToggleWidget = GameObject.Find("PBRToggle"); Toggle PBRToggle = PBRToggleWidget.GetComponent <Toggle>(); PBRToggle.onValueChanged.AddListener(delegate { GPUSkinShader.maximumLOD = PBRToggle.isOn ? 200 : 150; GPUSkinShaderSimple.maximumLOD = PBRToggle.isOn ? 200 : 150; }); GPUSkinShader.maximumLOD = PBRToggle.isOn ? 200 : 150; GPUSkinShaderSimple.maximumLOD = PBRToggle.isOn ? 200 : 150; GameObject shadowCastToggleWidget = GameObject.Find("ShadowCastToggle"); Toggle shadowCastToggle = shadowCastToggleWidget.GetComponent <Toggle>(); shadowCastToggle.onValueChanged.AddListener(delegate { shadowCastingMode = shadowCastToggle.isOn ? UnityEngine.Rendering.ShadowCastingMode.On : UnityEngine.Rendering.ShadowCastingMode.Off; }); shadowCastingMode = shadowCastToggle.isOn ? UnityEngine.Rendering.ShadowCastingMode.On : UnityEngine.Rendering.ShadowCastingMode.Off; GameObject shadowReceiveToggleWidget = GameObject.Find("ShadowReceiveToggle"); Toggle shadowReceiveToggle = shadowReceiveToggleWidget.GetComponent <Toggle>(); shadowReceiveToggle.onValueChanged.AddListener(delegate { shadowReceivingMode = shadowReceiveToggle.isOn; }); shadowReceivingMode = shadowReceiveToggle.isOn; }
private void onEnvShadowToggled(bool value) { GameGlobals.EnvironmentShadows = value; UnityEngine.Rendering.ShadowCastingMode sMode = (GameGlobals.EnvironmentShadows) ? UnityEngine.Rendering.ShadowCastingMode.On : UnityEngine.Rendering.ShadowCastingMode.Off; _DynamicMesh.GetComponent <TangoDynamicMesh>().UpdateShadowCastingMode(sMode); }
public MeshGroup(int layer, Material[] materials, bool receiveShadow, ShadowCastingMode castShadow) { Layer = layer; Materials = materials; ReceiveShadow = receiveShadow; CastShadow = castShadow; Indices = new List <int>(); }
public static void CloseShadowCaster(Transform _trans, bool _show, UnityEngine.Rendering.ShadowCastingMode _mode) { Renderer[] tarry = _trans.GetComponentsInChildren <Renderer>(_trans); foreach (Renderer trander in tarry) { trander.shadowCastingMode = _mode; trander.receiveShadows = _show; } }
static public void FastSetter(this UnityEngine.Renderer o, string propertyName, UnityEngine.Rendering.ShadowCastingMode value) { switch (propertyName) { case "shadowCastingMode": o.shadowCastingMode = value; return; } LBoot.LogUtil.Error("UnityEngine.Renderer no Setter Found : " + propertyName); }
void Update() { //this couldn't use cuz it was for quad not for sphere // cloudMaterial.SetFloat("_midYValue", transform.position.y); cloudMaterial.SetFloat("_cloudHeight", cloudHeight); cloudMaterial.SetFloat("_animationSpeed", animationSpeed / animationspeedFactor); cloudMaterial.SetFloat("_animationSpeedSlower", animationSpeedSlower / animationspeedFactor); offset = cloudHeight / horizontalStackSize / 2f; Vector3 startPosition = transform.position + (Vector3.up * (offset * horizontalStackSize / 2f)); if (useGpuInstancing) // initialize matrix array { matrices = new Matrix4x4[horizontalStackSize]; } for (int i = 0; i < horizontalStackSize; i++) { //make a gradient to be public and use the position to catch gradient for alpha to make different sphere have different alpha float normalizedRadius = (float)i / horizontalStackSize; float alphaValue = Mathf.Clamp01(curve.Evaluate(normalizedRadius)); // matrix = Matrix4x4.TRS(startPosition - (Vector3.up * offset * i), transform.rotation, transform.localScale); matrix = Matrix4x4.TRS(startPosition, transform.rotation, new Vector3(CloudStartHeight, CloudStartHeight, CloudStartHeight) + new Vector3(i, i, i) * cloudHeight); if (useGpuInstancing) { matrices[i] = matrix; // build the matrices array if using GPU instancing } else { //assign different alpha to each sphere Material mat = new Material(cloudMaterial); //define as new material mat.SetFloat("_globalAlpha", alphaValue); //make a new tag to use in shader graphic Graphics.DrawMesh(quadMesh, matrix, mat, layer, camera, 0, null, castShadows, false, false); // otherwise just draw it now } } if (useGpuInstancing) // draw the built matrix array { UnityEngine.Rendering.ShadowCastingMode shadowCasting = UnityEngine.Rendering.ShadowCastingMode.Off; if (castShadows) { shadowCasting = UnityEngine.Rendering.ShadowCastingMode.On; } Graphics.DrawMeshInstanced(quadMesh, 0, cloudMaterial, matrices, horizontalStackSize, null, shadowCasting, false, layer, camera); } }
private void SetShadowCastingModeForObjects(GameObject[] objects, UnityEngine.Rendering.ShadowCastingMode mode) { foreach (GameObject obj in objects) { MeshRenderer mesh = obj.GetComponent <MeshRenderer>(); if (mesh) { mesh.shadowCastingMode = mode; } } }
/// <summary> /// Create the terrain defined by these settings /// </summary> //public void CreateTerrain() //{ // Terrain[,] world; // GaiaSettings gaiaSettings = GaiaUtils.GetGaiaSettings(); // //Update the session // GaiaSessionManager sessionMgr = GaiaSessionManager.GetSessionManager(); // if (sessionMgr != null && sessionMgr.IsLocked() != true) // { // //Update terrain settings in session // sessionMgr.m_session.m_terrainWidth = gaiaSettings.m_tilesX * m_terrainSize; // sessionMgr.m_session.m_terrainDepth = gaiaSettings.m_tilesZ * m_terrainSize; // sessionMgr.m_session.m_terrainHeight = m_terrainHeight; // sessionMgr.AddDefaults(this); // sessionMgr.SetSeaLevel(m_seaLevel); // //Then add the operation // GaiaOperation op = new GaiaOperation(); // op.m_description = "Creating terrain"; // op.m_isActive = true; // op.m_operationDateTime = DateTime.Now.ToString(); // op.m_operationType = GaiaOperation.OperationType.CreateWorld; // sessionMgr.AddOperation(op); // } // //Create the terrains array // world = new Terrain[gaiaSettings.m_tilesX, gaiaSettings.m_tilesZ]; // //And iterate through and create each terrain // for (int x = 0; x < gaiaSettings.m_tilesX; x++) // { // for (int z = 0; z < gaiaSettings.m_tilesZ; z++) // { // GameObject terrainGO = CreateTile(x, z, ref world, null, null, null); // //Parent it to the scene -either below the terrain object, or if selected, as one scene each // GameObject gaiaObj = GaiaUtils.GetTerrainObject(); // terrainGO.transform.SetParent(gaiaObj.transform); // } // } // //Now join them together and remove their seams // RemoveWorldSeams(ref world); //} /// <summary> /// Update the defaults if possible from the currently selected terrain /// </summary> public void UpdateFromTerrain() { Terrain terrain = GetActiveTerrain(); if (terrain == null) { Debug.Log("Could not update from active terrain - no current active terrain"); return; } m_baseMapDist = (int)terrain.basemapDistance; #if UNITY_2019_1_OR_NEWER m_shadowCastingMode = terrain.shadowCastingMode; #else m_castShadows = terrain.castShadows; #endif m_detailDensity = terrain.detailObjectDensity; m_detailDistance = (int)terrain.detailObjectDistance; m_pixelError = (int)terrain.heightmapPixelError; m_billboardStart = (int)terrain.treeBillboardDistance; m_fadeLength = (int)terrain.treeCrossFadeLength; m_treeDistance = (int)terrain.treeDistance; m_maxMeshTrees = terrain.treeMaximumFullLODCount; #if (!UNITY_2019_2_OR_NEWER) if (terrain.materialType == Terrain.MaterialType.Custom) { #endif m_material = terrain.materialTemplate; #if (!UNITY_2019_2_OR_NEWER) } #endif TerrainCollider collider = terrain.GetComponent <TerrainCollider>(); if (collider != null) { m_physicsMaterial = collider.material; } TerrainData terrainData = terrain.terrainData; m_controlTextureResolution = terrainData.alphamapResolution; m_baseMapSize = terrainData.baseMapResolution; m_detailResolution = terrainData.detailResolution; //m_detailResolutionPerPatch = terrainData. m_heightmapResolution = terrainData.heightmapResolution; m_bending = terrainData.wavingGrassAmount; m_size = terrainData.wavingGrassSpeed; m_speed = terrainData.wavingGrassStrength; m_grassTint = terrainData.wavingGrassTint; m_terrainSize = (int)terrainData.size.x; m_terrainHeight = (int)terrainData.size.y; }
static void Renderer_shadowCastingMode(JSVCall vc) { if (vc.bGet) { UnityEngine.Renderer _this = (UnityEngine.Renderer)vc.csObj; var result = _this.shadowCastingMode; JSApi.setEnum((int)JSApi.SetType.Rval, (int)result); } else { UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)JSApi.getEnum((int)JSApi.GetType.Arg); UnityEngine.Renderer _this = (UnityEngine.Renderer)vc.csObj; _this.shadowCastingMode = arg0; } }
static int QPYX_get_shadowCastingMode_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.Renderer QPYX_obj_YXQP = (UnityEngine.Renderer)QPYX_o_YXQP; UnityEngine.Rendering.ShadowCastingMode QPYX_ret_YXQP = QPYX_obj_YXQP.shadowCastingMode; ToLua.Push(L_YXQP, QPYX_ret_YXQP); return(1); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index shadowCastingMode on a nil value")); } }
static int QPYX_set_shadowCastingMode_YXQP(IntPtr L_YXQP) { object QPYX_o_YXQP = null; try { QPYX_o_YXQP = ToLua.ToObject(L_YXQP, 1); UnityEngine.Renderer QPYX_obj_YXQP = (UnityEngine.Renderer)QPYX_o_YXQP; UnityEngine.Rendering.ShadowCastingMode QPYX_arg0_YXQP = (UnityEngine.Rendering.ShadowCastingMode)ToLua.CheckObject(L_YXQP, 2, typeof(UnityEngine.Rendering.ShadowCastingMode)); QPYX_obj_YXQP.shadowCastingMode = QPYX_arg0_YXQP; return(0); } catch (Exception QPYX_e_YXQP) { return(LuaDLL.toluaL_exception(L_YXQP, QPYX_e_YXQP, QPYX_o_YXQP, "attempt to index shadowCastingMode on a nil value")); } }
public bool PickUpObject() { PlayerController.InterpreterLock.Set(); if (!IsReachableToActivate(true)) { return(false); } var playerController = PlayerController.getInstance(); if (playerController.IsObjectPickedUp()) { return(false); } playerController.PickUpObject(gameObject); var mapGenerator = MapGenerator.getInstance(); var mapBlock = mapGenerator.GetBlockAtLocation(GetBlockPosition()); var Player = GameObject.FindGameObjectWithTag("Player"); gameObject.transform.parent = Player.transform; gameObject.transform.rotation = Quaternion.identity; gameObject.transform.Translate(GetObjectTranslate()); var meshRenderer = gameObject.GetComponentInChildren <MeshRenderer>(); if (meshRenderer != null) { _pickedObjectShadowMode = meshRenderer.shadowCastingMode; meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; } mapBlock.DetachGameObject(gameObject); foreach (var gameObject in mapBlock.GameObjects) { var component = gameObject.GetComponent <Interfaces.IDropable>(); if (component != null) { component.SignalRemove(); } } return(true); }
public void ResetSettings() { primaryWeight = 0.5f; randomWeight = 1f; gravityWeight = 3f; adhesionWeight = 1f; branchingProbability = 0.25f; ivyStepDistance = 0.1f; ivyLeafSize = 0.15f; ivyBranchSize = 0.05f; leafProbability = 0.5f; leafSunlightBonus = 1f; branchOptimize = 0.5f; branchSmooth = 2; branchTaper = 1f; maxFloatLength = 1f; maxAdhesionDistance = 1f; // maxBranchesPerRoot = 2; maxBranchesTotal = 64; minLength = 1f; maxLength = 3f; namePrefix = "Ivy[{0}]{1}"; markMeshAsStatic = true; useLightmapping = false; meshCompress = MeshCompression.Low; collisionMask = Physics.DefaultRaycastLayers; castShadows = UnityEngine.Rendering.ShadowCastingMode.On; receiveShadows = true; useVertexColors = true; leafVertexColors = new Gradient(); leafVertexColors.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0f), new GradientColorKey(Color.green, 0.68f), new GradientColorKey(Color.yellow, 1f) }, new GradientAlphaKey[] { new GradientAlphaKey(1f, 0f) }); // branchMaterial = null; //leafMaterial = null; }
public static void SetShadowRecursively(Transform node, UnityEngine.Rendering.ShadowCastingMode cast, bool recieve) { Renderer r = node.GetComponent <Renderer>(); if (r) { r.shadowCastingMode = cast; r.receiveShadows = recieve; } for (int i = 0; i < node.childCount; i++) { Transform t = node.GetChild(i); SetShadowRecursively(t, cast, recieve); } }
static int SetShadowRecursively(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.Transform arg0 = (UnityEngine.Transform)ToLua.CheckUnityObject(L, 1, typeof(UnityEngine.Transform)); UnityEngine.Rendering.ShadowCastingMode arg1 = (UnityEngine.Rendering.ShadowCastingMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.ShadowCastingMode)); bool arg2 = LuaDLL.luaL_checkboolean(L, 3); UnGfx.SetShadowRecursively(arg0, arg1, arg2); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int set_shadowCastingMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Renderer obj = (UnityEngine.Renderer)o; UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.ShadowCastingMode)); obj.shadowCastingMode = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowCastingMode on a nil value")); } }
static int get_shadowCastingMode(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Renderer obj = (UnityEngine.Renderer)o; UnityEngine.Rendering.ShadowCastingMode ret = obj.shadowCastingMode; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowCastingMode on a nil value")); } }
static int set_shadowCastingMode(IntPtr L) { UnityEngine.Renderer obj = (UnityEngine.Renderer)ToLua.ToObject(L, 1); // Kanglai: force using int UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)LuaDLL.lua_tonumber(L, 2);//.CheckObject(L, 2, typeof(UnityEngine.Rendering.ShadowCastingMode)); try { obj.shadowCastingMode = arg0; } catch (Exception e) { return(LuaDLL.luaL_error(L, obj == null ? "attempt to index shadowCastingMode on a nil value" : e.Message)); } return(0); }
private void SetShadowMode() { foreach (var renderer in GetComponentsInChildren <Renderer>()) { bool receiveShadows = false; UnityEngine.Rendering.ShadowCastingMode shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; if (isCastingShadow == true) { receiveShadows = true; shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On; } renderer.shadowCastingMode = shadowCastingMode; renderer.receiveShadows = receiveShadows; } }
public void In( [FriendlyName("Target", "The GameObject you wish to get the shadow casting mode of."), AutoLinkType(typeof(GameObject))] GameObject Target, [FriendlyName("Mode", "The shadow casting mode of the specified GameObject's renderer.")] out UnityEngine.Rendering.ShadowCastingMode mode ) { mode = UnityEngine.Rendering.ShadowCastingMode.On; // this is not the most efficient default, but it is what unity uses as the default Renderer r = Target.GetComponent <Renderer>(); if (r != null) { mode = r.shadowCastingMode; } }
public void In( [FriendlyName("Target", "The GameObject(s) you wish to set the shadow casting mode of."), AutoLinkType(typeof(GameObject))] GameObject[] Target, [FriendlyName("Mode", "The shadow casting mode to set this GameObject's renderer to.")] UnityEngine.Rendering.ShadowCastingMode mode ) { foreach (GameObject go in Target) { Renderer r = go.GetComponent <Renderer>(); if (r != null) { r.shadowCastingMode = mode; } } }
public void SetRagdoll(bool active) { playerAnim.enabled = !active; this.GetComponent <CharacterController>().enabled = !active; foreach (Rigidbody rb in playerAnim.GetComponentsInChildren <Rigidbody>()) { rb.isKinematic = !active; rb.GetComponent <Collider>().enabled = active; } UnityEngine.Rendering.ShadowCastingMode mode = active ? UnityEngine.Rendering.ShadowCastingMode.On : UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly; playerAnim.GetComponentInChildren <SkinnedMeshRenderer>().shadowCastingMode = mode; this.enabled = !active; }
/// <summary> /// 设置ShadowCastingMode /// </summary> /// <param name="go"></param> /// <param name="mode"></param> public static void ShadowCastingMode(this GameObject go, UnityEngine.Rendering.ShadowCastingMode mode) { if (go == null) { return; } MeshRenderer[] renderers = go.GetComponentsInChildren <MeshRenderer>(); if (renderers == null) { return; } int length = renderers.Length; for (int i = 0; i < length; i++) { renderers[i].shadowCastingMode = mode; } }
// Update is called once per frame void Update() { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; Graphics.DrawMeshInstanced(instanceMesh, 0, instanceMaterial, instanceMatricesArray, instanceMatricesArray.Length, null, castShadows, true, 0, null); // INDIRECT !!!::::: // Update starting position buffer if (cachedIndirectInstanceCount != indirectInstanceCount) { UpdateBuffers(); } // Pad Input //if (Input.GetAxisRaw("Horizontal") != 0.0f) // indirectInstanceCount = (int)Mathf.Clamp(indirectInstanceCount + Input.GetAxis("Horizontal") * 40, 1.0f, 50000.0f); //Render: Graphics.DrawMeshInstancedIndirect(indirectInstanceMesh, 0, indirectInstanceMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), indirectArgsBuffer); }
// Update is called once per frame void Update() { // Render: if (instancedPebblesCBuffer != null && instancePebbleMesh != null) { //UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; //Graphics.DrawMeshInstanced(instancePebbleMesh, 0, instancePebbleMaterial, instancedPebblesMatrixArray, instancedPebblesMatrixArray.Length, null, castShadows, true, 0, null); Graphics.DrawMeshInstancedIndirect(instancePebbleMesh, 0, instancePebbleMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), indirectArgsPebblesCBuffer, 0, null, UnityEngine.Rendering.ShadowCastingMode.On, true); } if (instancedRocksCBuffer != null && instanceRockMesh != null) { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; Graphics.DrawMeshInstancedIndirect(instanceRockMesh, 0, instanceRockMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), indirectArgsRocksCBuffer, 0, null, castShadows, true); } if (instancedRocksReliefArenaCBuffer != null && instanceRockReliefArenaMesh != null) { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; Graphics.DrawMeshInstancedIndirect(instanceRockReliefArenaMesh, 0, instanceRockReliefArenaMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), indirectArgsRocksReliefArenaCBuffer, 0, null, castShadows, true); } if (instancedRocksCliffsMatrixCBuffer != null && instanceRockCliffsMesh != null) { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.Off; Graphics.DrawMeshInstancedIndirect(instanceRockCliffsMesh, 0, instanceRockCliffsMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), indirectArgsRocksCliffsCBuffer, 0, null, castShadows, true); } if (vistaRocksClusterMatrixCBuffer != null && vistaRockClusterMesh != null) { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; Graphics.DrawMeshInstancedIndirect(vistaRockClusterMesh, 0, vistaRockClusterMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), argsVistaRocksClusterCBuffer, 0, null, castShadows, true); } if (obstacleRockMatrixCBuffer != null && obstacleRockMesh != null) { UnityEngine.Rendering.ShadowCastingMode castShadows = UnityEngine.Rendering.ShadowCastingMode.On; Graphics.DrawMeshInstancedIndirect(obstacleRockMesh, 0, obstacleRockMaterial, new Bounds(Vector3.zero, new Vector3(100f, 100f, 100f)), argsObstacleRockCBuffer, 0, null, castShadows, true); } }
static int get_shadowCastingMode(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Renderer.shadowCastingMode"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Renderer obj = (UnityEngine.Renderer)o; UnityEngine.Rendering.ShadowCastingMode ret = obj.shadowCastingMode; ToLua.Push(L, ret); return 1; } catch(Exception e) { return LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowCastingMode on a nil value"); } }
static int set_shadowCastingMode(IntPtr L) { #if UNITY_EDITOR ToluaProfiler.AddCallRecord("UnityEngine.Renderer.shadowCastingMode"); #endif object o = null; try { o = ToLua.ToObject(L, 1); UnityEngine.Renderer obj = (UnityEngine.Renderer)o; UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)ToLua.CheckObject(L, 2, typeof(UnityEngine.Rendering.ShadowCastingMode)); obj.shadowCastingMode = arg0; return 0; } catch(Exception e) { return LuaDLL.toluaL_exception(L, e, o, "attempt to index shadowCastingMode on a nil value"); } }