// 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(); }
// 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(); }