public static int set_shadowCastingMode_wrap(long L) { try { long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); UnityEngine.Renderer ret = get_obj(nThisPtr); UnityEngine.Rendering.ShadowCastingMode arg0 = (UnityEngine.Rendering.ShadowCastingMode)(FCLibHelper.fc_get_int(L, 0)); ret.shadowCastingMode = arg0; } catch (Exception e) { Debug.LogException(e); } return(0); }
private static void ChangeShadowCastingMode(UnityEngine.Rendering.ShadowCastingMode scm) { List <Renderer> rds = new List <Renderer>(FindObjectsOfType <MeshRenderer>()); List <Shader> charaShaders = new List <Shader>(); charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaMain")); charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaMain_WO")); charaShaders.Add(UnityUtils.FindShader("SAO_TJia_V3/NewChara/NewCharaTransparent")); foreach (SkinnedMeshRenderer smr in FindObjectsOfType <SkinnedMeshRenderer>()) { rds.Add(smr); } for (int i = 0; i < rds.Count; i++) { if (!charaShaders.Contains(rds[i].sharedMaterial.shader)) { rds[i].shadowCastingMode = scm; } } }