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if (light.light.cookie != null) |
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{ |
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directionalLightData.tileCookie = light.light.cookie.wrapMode == TextureWrapMode.Repeat; |
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directionalLightData.tileCookie = light.light.cookie.wrapMode == TextureWrapMode.Repeat ? 1 : 0; |
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directionalLightData.cookieIndex = m_CookieTexArray.FetchSlice(cmd, light.light.cookie); |
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} |
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// fix up shadow information
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{ |
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directionalLightData.shadowMaskSelector[light.light.bakingOutput.occlusionMaskChannel] = 1.0f; |
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// TODO: make this option per light, not global
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directionalLightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask; |
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directionalLightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask ? 1 : 0; |
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directionalLightData.dynamicShadowCasterOnly = false; |
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directionalLightData.dynamicShadowCasterOnly = 0; |
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} |
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m_CurrentSunLight = m_CurrentSunLight == null ? light.light : m_CurrentSunLight; |
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{ |
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lightData.shadowMaskSelector[light.light.bakingOutput.occlusionMaskChannel] = 1.0f; |
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// TODO: make this option per light, not global
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lightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask; |
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lightData.dynamicShadowCasterOnly = QualitySettings.shadowmaskMode == ShadowmaskMode.Shadowmask ? 1 : 0; |
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lightData.dynamicShadowCasterOnly = false; |
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lightData.dynamicShadowCasterOnly = 0; |
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} |
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m_lightList.lights.Add(lightData); |
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