示例#1
0
        // As we have our own default value, we need to initialize the light intensity correctly
        public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
        {
            // At first init we need to initialize correctly the default value
            lightData.ConvertPhysicalLightIntensityToLightIntensity();

            // Special treatment for Unity builtin area light. Change it to our rectangle light

            var light = lightData.gameObject.GetComponent <Light>();

            if (light.type == LightType.Area)
            {
                lightData.lightTypeExtent = LightTypeExtent.Rectangle;
            }
        }
        // As we have our own default value, we need to initialize the light intensity correctly
        public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
        {
            // At first init we need to initialize correctly the default value
            lightData.ConvertPhysicalLightIntensityToLightIntensity();

            // Special treatment for Unity builtin area light. Change it to our rectangle light

            var light = lightData.gameObject.GetComponent <Light>();

            // Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
            if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
            {
                lightData.lightTypeExtent = LightTypeExtent.Rectangle;
                light.type = LightType.Point; // Same as in HDLightEditor
            }
        }
        // As we have our own default value, we need to initialize the light intensity correctly
        public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
        {
            // Special treatment for Unity built-in area light. Change it to our rectangle light
            var light = lightData.gameObject.GetComponent <Light>();

            // Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
            if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
            {
                lightData.lightTypeExtent = LightTypeExtent.Rectangle;
                light.type = LightType.Point; // Same as in HDLightEditor
#if UNITY_EDITOR
                light.lightmapBakeType = LightmapBakeType.Realtime;
#endif
            }

            // We don't use the global settings of shadow mask by default
            light.lightShadowCasterMode = LightShadowCasterMode.Everything;

            // At first init we need to initialize correctly the default value
            lightData.ConvertPhysicalLightIntensityToLightIntensity();
        }
示例#4
0
 // As we have our own default value, we need to initialize the light intensity correctly
 public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
 {
     // At first init we need to initialize correctly the default value
     lightData.ConvertPhysicalLightIntensityToLightIntensity();
 }