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switch (m_LightShape) |
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{ |
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case LightShape.Rectangle: |
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emissiveMeshFilter.mesh = AssetDatabase.LoadAssetAtPath< Mesh >(HDEditorUtils.GetHDRenderPipelinePath() + "RenderPipelineResources/Quad.FBX"); |
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emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset< Mesh >("RenderPipelineResources/Quad.FBX"); |
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lightGameObject.transform.localScale = new Vector3(lightData.shapeWidth, lightData.shapeHeight, 0); |
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areaLightIntensity = LightUtils.ConvertRectLightIntensity( |
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light.intensity, |
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