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Env = 1 << 15, |
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Sky = 1 << 16, |
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SSRefraction = 1 << 17, |
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SSReflection = 1 << 18, |
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SSReflection = 1 << 18 |
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// If adding more light be sure to not overflow LightDefinitions.s_LightFeatureMaskFlags
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} |
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Environment = 4, |
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EnvironmentAndPunctual = 5, |
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EnvironmentAndArea = 6, |
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EnvironmentAndAreaAndPunctual = 7 |
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EnvironmentAndAreaAndPunctual = 7, |
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Decal = 8 |
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}; |
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public const int k_MaxDirectionalLightsOnScreen = 4; |
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influenceExtents.x = Mathf.Abs(influenceExtents.x); |
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influenceExtents.y = Mathf.Abs(influenceExtents.y); |
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influenceExtents.z = Mathf.Abs(influenceExtents.z); |
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lightVolumeData.lightCategory = (uint)LightCategory.Env; |
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lightVolumeData.lightCategory = (uint)LightCategory.Decal; |
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lightVolumeData.featureFlags = (uint)LightFeatureFlags.Env; |
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lightVolumeData.featureFlags = (uint)LightFeatureFlags.Area; |
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bound.center = influencePositionVS; |
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bound.boxAxisX = influenceRightVS; |
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