A collection of parameters that impact lightmap and realtime GI computations.
private void ShowBakePerformanceWarning(SerializedObject so, Terrain terrain) { LightmapParameters parameters; float x = terrain.terrainData.size.x; float z = terrain.terrainData.size.z; LightmapParameters objectReferenceValue = (LightmapParameters)so.FindProperty("m_LightmapParameters").objectReferenceValue; if (objectReferenceValue != null) { parameters = objectReferenceValue; } else { parameters = new LightmapParameters(); } float num3 = (x * parameters.resolution) * LightmapEditorSettings.resolution; float num4 = (z * parameters.resolution) * LightmapEditorSettings.resolution; if ((num3 > 512f) || (num4 > 512f)) { EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO HIGH. Try use a lower resolution parameter set otherwise it may take long or even infinite time to bake and memory consumption during baking may get greatly increased as well.", MessageType.Warning); } float num6 = num3 * parameters.clusterResolution; float num7 = num4 * parameters.clusterResolution; float num8 = ((float)terrain.terrainData.heightmapResolution) / num6; float num9 = ((float)terrain.terrainData.heightmapResolution) / num7; if ((num8 > 51.2f) || (num9 > 51.2f)) { EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO LOW. If it takes long time in Clustering stage, try use a higher resolution parameter set.", MessageType.Warning); } }
private static bool isBuiltIn(SerializedProperty prop) { if (prop.objectReferenceValue != null) { LightmapParameters lightmapParameters = prop.objectReferenceValue as LightmapParameters; return(lightmapParameters.hideFlags == HideFlags.NotEditable); } return(false); }
private static bool isBuiltIn(SerializedProperty prop) { bool result; if (prop.objectReferenceValue != null) { LightmapParameters lightmapParameters = prop.objectReferenceValue as LightmapParameters; result = (lightmapParameters.hideFlags == HideFlags.NotEditable); } else { result = true; } return(result); }
private void ShowBakePerformanceWarning(SerializedObject so, Terrain terrain) { float x = terrain.terrainData.size.x; float z = terrain.terrainData.size.z; LightmapParameters lightmapParameters = (LightmapParameters)so.FindProperty("m_LightmapParameters").objectReferenceValue ?? new LightmapParameters(); float num1 = x * lightmapParameters.resolution * LightmapEditorSettings.resolution; float num2 = z * lightmapParameters.resolution * LightmapEditorSettings.resolution; if ((double)num1 > 512.0 || (double)num2 > 512.0) { EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO HIGH. Try use a lower resolution parameter set otherwise it may take long or even infinite time to bake and memory consumption during baking may get greatly increased as well.", MessageType.Warning); } float num3 = num1 * lightmapParameters.clusterResolution; float num4 = num2 * lightmapParameters.clusterResolution; if ((double)((float)terrain.terrainData.heightmapResolution / num3) <= 51.2000007629395 && (double)((float)terrain.terrainData.heightmapResolution / num4) <= 51.2000007629395) { return; } EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO LOW. If it takes long time in Clustering stage, try use a higher resolution parameter set.", MessageType.Warning); }
private void ShowBakePerformanceWarning(Terrain terrain) { float x = terrain.terrainData.size.x; float z = terrain.terrainData.size.z; LightmapParameters lightmapParameters = ((LightmapParameters)this.m_LightmapParameters.objectReferenceValue) ?? new LightmapParameters(); float num = x * lightmapParameters.resolution * LightmapEditorSettings.realtimeResolution; float num2 = z * lightmapParameters.resolution * LightmapEditorSettings.realtimeResolution; if (num > 512f || num2 > 512f) { EditorGUILayout.HelpBox(LightingSettingsInspector.s_Styles.ResolutionTooHighWarning.text, MessageType.Warning); } float num3 = num * lightmapParameters.clusterResolution; float num4 = num2 * lightmapParameters.clusterResolution; float num5 = (float)terrain.terrainData.heightmapResolution / num3; float num6 = (float)terrain.terrainData.heightmapResolution / num4; if (num5 > 51.2f || num6 > 51.2f) { EditorGUILayout.HelpBox(LightingSettingsInspector.s_Styles.ResolutionTooLowWarning.text, MessageType.Warning); } }
public extern static void SetLightmapParametersForLightingSettings(LightmapParameters parameters, UnityEngine.LightingSettings lightingSettings);
private extern static void Internal_Create([UnityEngine.Writable] LightmapParameters self);
private static extern void Internal_CreateLightmapParameters([Writable] LightmapParameters self);
public LightmapParameters() { LightmapParameters.Internal_CreateLightmapParameters(this); }
private void ShowBakePerformanceWarning(SerializedObject so, Terrain terrain) { LightmapParameters parameters; float x = terrain.terrainData.size.x; float z = terrain.terrainData.size.z; LightmapParameters objectReferenceValue = (LightmapParameters) so.FindProperty("m_LightmapParameters").objectReferenceValue; if (objectReferenceValue != null) { parameters = objectReferenceValue; } else { parameters = new LightmapParameters(); } float num3 = (x * parameters.resolution) * LightmapEditorSettings.realtimeResolution; float num4 = (z * parameters.resolution) * LightmapEditorSettings.realtimeResolution; if ((num3 > 512f) || (num4 > 512f)) { EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO HIGH. Try use a lower resolution parameter set otherwise it may take long or even infinite time to bake and memory consumption during baking may get greatly increased as well.", MessageType.Warning); } float num5 = num3 * parameters.clusterResolution; float num6 = num4 * parameters.clusterResolution; float num7 = ((float) terrain.terrainData.heightmapResolution) / num5; float num8 = ((float) terrain.terrainData.heightmapResolution) / num6; if ((num7 > 51.2f) || (num8 > 51.2f)) { EditorGUILayout.HelpBox("Baking resolution for this terrain probably is TOO LOW. If it takes long time in Clustering stage, try use a higher resolution parameter set.", MessageType.Warning); } }