// To be able to have correct default values for our lights and to also control the conversion of intensity from the light editor (so it is compatible with GI)
// we add intensity (for each type of light we want to manage).
[System.Obsolete("directionalIntensity is deprecated, use intensity and lightUnit instead")]
publicfloatdirectionalIntensity=Mathf.PI;// In Lux
publicfloatdirectionalIntensity;
publicfloatpunctualIntensity=600.0f;// Light default to 600 lumen, i.e ~48 candela
publicfloatpunctualIntensity;
publicfloatareaIntensity=200.0f;// Light default to 200 lumen to better match point light
publicfloatareaIntensity;
publicconstfloatk_DefaultPunctualLightIntensity=600.0f;// In lumens
publicconstfloatk_DefaultAreaLightIntensity=200.0f;// In lumens
publicconstfloatk_DefaultPunctualLightIntensity=600.0f;// Light default to 600 lumen, i.e ~48 candela
publicconstfloatk_DefaultAreaLightIntensity=200.0f;// Light default to 200 lumen to better match point light
publicfloatintensity
{
// Only for Spotlight, should be hide for other light
publicboolenableSpotReflector=false;
publicboolenableSpotReflector;
publicfloatm_InnerSpotPercent=0.0f;// To display this field in the UI this need to be public
publicfloatm_InnerSpotPercent;// To display this field in the UI this need to be public