A collection of parameters that impact lightmap and realtime GI computations.

Inheritance: Object
        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);
        }
示例#5
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        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);
            }
        }
示例#6
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 public extern static void SetLightmapParametersForLightingSettings(LightmapParameters parameters, UnityEngine.LightingSettings lightingSettings);
示例#7
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 private extern static void Internal_Create([UnityEngine.Writable] LightmapParameters self);
示例#8
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 private static extern void Internal_CreateLightmapParameters([Writable] LightmapParameters self);
示例#9
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 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);
     }
 }