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float m_ShadowCascadeSplit1; |
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[SerializeField] |
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float m_ShadowCascadeSplit2; |
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[SerializeField] |
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float m_ShadowNearPlaneOffset; |
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public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } } |
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public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } } |
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public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } } |
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public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } } |
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public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } } |
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public float shadowMaxDistance { set { m_ShadowMaxDistance = value; OnValidate(); } get { return m_ShadowMaxDistance; } } |
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public int shadowCascadeCount { set { m_ShadowCascadeCount = value; OnValidate(); } get { return m_ShadowCascadeCount; } } |
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public float shadowCascadeSplit0 { set { m_ShadowCascadeSplit0 = value; OnValidate(); } get { return m_ShadowCascadeSplit0; } } |
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public float shadowCascadeSplit1 { set { m_ShadowCascadeSplit1 = value; OnValidate(); } get { return m_ShadowCascadeSplit1; } } |
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public float shadowCascadeSplit2 { set { m_ShadowCascadeSplit2 = value; OnValidate(); } get { return m_ShadowCascadeSplit2; } } |
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public float shadowNearPlaneOffset { set { m_ShadowNearPlaneOffset = value; OnValidate(); } get { return m_ShadowNearPlaneOffset; } } |
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m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance); |
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m_ShadowCascadeCount = Math.Min(4, Math.Max(1, m_ShadowCascadeCount)); |
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m_ShadowCascadeSplit0 = Mathf.Clamp01(m_ShadowCascadeSplit0); |
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m_ShadowCascadeSplit1 = Mathf.Clamp01(m_ShadowCascadeSplit1); |
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m_ShadowCascadeSplit2 = Mathf.Clamp01(m_ShadowCascadeSplit2); |
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m_ShadowMaxDistance = Mathf.Max(0.0f, m_ShadowMaxDistance); |
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m_ShadowCascadeCount = Mathf.Min(4, Mathf.Max(1, m_ShadowCascadeCount)); |
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m_ShadowCascadeSplit0 = Mathf.Clamp01(m_ShadowCascadeSplit0); |
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m_ShadowCascadeSplit1 = Mathf.Clamp01(m_ShadowCascadeSplit1); |
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m_ShadowCascadeSplit2 = Mathf.Clamp01(m_ShadowCascadeSplit2); |
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m_ShadowNearPlaneOffset = Mathf.Max(0, m_ShadowNearPlaneOffset); |
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m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance, |
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m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount, |
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m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x, |
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m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y, |
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m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z, |
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m_ShadowMaxDistance = ShadowSettings.Default.maxShadowDistance, |
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m_ShadowCascadeCount = ShadowSettings.Default.directionalLightCascadeCount, |
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m_ShadowCascadeSplit0 = ShadowSettings.Default.directionalLightCascades.x, |
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m_ShadowCascadeSplit1 = ShadowSettings.Default.directionalLightCascades.y, |
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m_ShadowCascadeSplit2 = ShadowSettings.Default.directionalLightCascades.z, |
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m_ShadowNearPlaneOffset = ShadowSettings.Default.directionalLightNearPlaneOffset, |
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}; |
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} |
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