您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
594 行
24 KiB
594 行
24 KiB
using System;
|
|
#if UNITY_EDITOR
|
|
using UnityEditor;
|
|
using UnityEditor.Experimental.Rendering.HDPipeline;
|
|
#endif
|
|
using UnityEngine.Serialization;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
// This enum extent the original LightType enum with new light type from HD
|
|
public enum LightTypeExtent
|
|
{
|
|
Punctual, // Fallback on LightShape type
|
|
Rectangle,
|
|
Line,
|
|
// Sphere,
|
|
// Disc,
|
|
};
|
|
|
|
public enum SpotLightShape { Cone, Pyramid, Box };
|
|
|
|
public enum LightUnit
|
|
{
|
|
Lumen,
|
|
Candela,
|
|
Lux,
|
|
Luminance,
|
|
}
|
|
|
|
// Light layering
|
|
public enum LightLayerEnum
|
|
{
|
|
Nothing = 0, // Custom name for "Nothing" option
|
|
LightLayerDefault = 1 << 0,
|
|
LightLayer1 = 1 << 1,
|
|
LightLayer2 = 1 << 2,
|
|
LightLayer3 = 1 << 3,
|
|
LightLayer4 = 1 << 4,
|
|
LightLayer5 = 1 << 5,
|
|
LightLayer6 = 1 << 6,
|
|
LightLayer7 = 1 << 7,
|
|
Everything = 0xFF, // Custom name for "Everything" option
|
|
}
|
|
|
|
// This structure contains all the old values for every recordable fields from the HD light editor
|
|
// so we can force timeline to record changes on other fields from the LateUpdate function (editor only)
|
|
struct TimelineWorkaround
|
|
{
|
|
public float oldDisplayLightIntensity;
|
|
public float oldSpotAngle;
|
|
public bool oldEnableSpotReflector;
|
|
public Color oldLightColor;
|
|
public Vector3 oldLocalScale;
|
|
public bool oldDisplayAreaLightEmissiveMesh;
|
|
public LightTypeExtent oldLightTypeExtent;
|
|
public float oldLightColorTemperature;
|
|
public Vector3 oldShape;
|
|
}
|
|
|
|
//@TODO: We should continuously move these values
|
|
// into the engine when we can see them being generally useful
|
|
[RequireComponent(typeof(Light))]
|
|
[ExecuteInEditMode]
|
|
public class HDAdditionalLightData : MonoBehaviour, ISerializationCallbackReceiver
|
|
{
|
|
private const int currentVersion = 2;
|
|
|
|
[HideInInspector, SerializeField]
|
|
[FormerlySerializedAs("m_Version")]
|
|
[System.Obsolete("version is deprecated, use m_Version instead")]
|
|
private float version = currentVersion;
|
|
// Currently m_Version is not used and produce a warning, remove these pragmas at the next version incrementation
|
|
#pragma warning disable 414
|
|
[SerializeField]
|
|
private int m_Version = currentVersion;
|
|
#pragma warning restore 414
|
|
|
|
// 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")]
|
|
public float directionalIntensity = Mathf.PI; // In Lux
|
|
[System.Obsolete("punctualIntensity is deprecated, use intensity and lightUnit instead")]
|
|
public float punctualIntensity = 600.0f; // Light default to 600 lumen, i.e ~48 candela
|
|
[System.Obsolete("areaIntensity is deprecated, use intensity and lightUnit instead")]
|
|
public float areaIntensity = 200.0f; // Light default to 200 lumen to better match point light
|
|
|
|
public const float k_DefaultDirectionalLightIntensity = Mathf.PI; // In lux
|
|
public const float k_DefaultPunctualLightIntensity = 600.0f; // In lumens
|
|
public const float k_DefaultAreaLightIntensity = 200.0f; // In lumens
|
|
|
|
public float intensity
|
|
{
|
|
get { return displayLightIntensity; }
|
|
set { SetLightIntensity(value); }
|
|
}
|
|
|
|
// Only for Spotlight, should be hide for other light
|
|
public bool enableSpotReflector = false;
|
|
|
|
[Range(0.0f, 100.0f)]
|
|
public float m_InnerSpotPercent = 0.0f; // To display this field in the UI this need to be public
|
|
|
|
public float GetInnerSpotPercent01()
|
|
{
|
|
return Mathf.Clamp(m_InnerSpotPercent, 0.0f, 100.0f) / 100.0f;
|
|
}
|
|
|
|
[Range(0.0f, 1.0f)]
|
|
public float lightDimmer = 1.0f;
|
|
|
|
[Range(0.0f, 1.0f)]
|
|
public float volumetricDimmer = 1.0f;
|
|
|
|
// Used internally to convert any light unit input into light intensity
|
|
public LightUnit lightUnit;
|
|
|
|
// Not used for directional lights.
|
|
public float fadeDistance = 10000.0f;
|
|
|
|
public bool affectDiffuse = true;
|
|
public bool affectSpecular = true;
|
|
|
|
// This property work only with shadow mask and allow to say we don't render any lightMapped object in the shadow map
|
|
public bool nonLightmappedOnly = false;
|
|
|
|
public LightTypeExtent lightTypeExtent = LightTypeExtent.Punctual;
|
|
|
|
// Only for Spotlight, should be hide for other light
|
|
public SpotLightShape spotLightShape = SpotLightShape.Cone;
|
|
|
|
// Only for Rectangle/Line/box projector lights
|
|
public float shapeWidth = 0.5f;
|
|
|
|
// Only for Rectangle/box projector lights
|
|
public float shapeHeight = 0.5f;
|
|
|
|
// Only for pyramid projector
|
|
public float aspectRatio = 1.0f;
|
|
|
|
// Only for Sphere/Disc
|
|
public float shapeRadius = 0.0f;
|
|
|
|
// Only for Spot/Point - use to cheaply fake specular spherical area light
|
|
[Range(0.0f, 1.0f)]
|
|
public float maxSmoothness = 1.0f;
|
|
|
|
// If true, we apply the smooth attenuation factor on the range attenuation to get 0 value, else the attenuation is just inverse square and never reach 0
|
|
public bool applyRangeAttenuation = true;
|
|
|
|
// This is specific for the LightEditor GUI and not use at runtime
|
|
public bool useOldInspector = false;
|
|
public bool featuresFoldout = true;
|
|
public bool showAdditionalSettings = false;
|
|
public float displayLightIntensity;
|
|
|
|
// When true, a mesh will be display to represent the area light (Can only be change in editor, component is added in Editor)
|
|
public bool displayAreaLightEmissiveMesh = false;
|
|
|
|
// Duplication of HDLightEditor.k_MinAreaWidth, maybe do something about that
|
|
const float k_MinAreaWidth = 0.01f; // Provide a small size of 1cm for line light
|
|
|
|
public LightLayerEnum lightLayers = LightLayerEnum.LightLayerDefault;
|
|
|
|
// This function return a mask of light layers as uint and handle the case of Everything as being 0xFF and not -1
|
|
public uint GetLightLayers()
|
|
{
|
|
int value = Convert.ToInt32(lightLayers);
|
|
return value < 0 ? (uint)LightLayerEnum.Everything : (uint)value;
|
|
}
|
|
|
|
#if UNITY_EDITOR
|
|
// We need these old states to make timeline and the animator record the intensity value and the emissive mesh changes (editor-only)
|
|
[System.NonSerialized]
|
|
TimelineWorkaround timelineWorkaround;
|
|
#endif
|
|
|
|
// For light that used the old intensity system we update them
|
|
[System.NonSerialized]
|
|
bool needsIntensityUpdate_1_0 = false;
|
|
|
|
// Runtime datas used to compute light intensity
|
|
Light _light;
|
|
Light m_Light
|
|
{
|
|
get
|
|
{
|
|
if (_light == null)
|
|
_light = GetComponent<Light>();
|
|
return _light;
|
|
}
|
|
}
|
|
|
|
void SetLightIntensity(float intensity)
|
|
{
|
|
displayLightIntensity = intensity;
|
|
|
|
if (lightUnit == LightUnit.Lumen)
|
|
{
|
|
switch (lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Punctual:
|
|
SetLightIntensityPunctual(intensity);
|
|
break;
|
|
case LightTypeExtent.Line:
|
|
m_Light.intensity = LightUtils.CalculateLineLightLumenToLuminance(intensity, shapeWidth);
|
|
break;
|
|
case LightTypeExtent.Rectangle:
|
|
m_Light.intensity = LightUtils.ConvertRectLightLumenToLuminance(intensity, shapeWidth, shapeHeight);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
m_Light.intensity = intensity;
|
|
|
|
#if UNITY_EDITOR
|
|
m_Light.SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner
|
|
#endif
|
|
}
|
|
|
|
void SetLightIntensityPunctual(float intensity)
|
|
{
|
|
switch (m_Light.type)
|
|
{
|
|
case LightType.Directional:
|
|
m_Light.intensity = intensity; // Always in lux
|
|
break;
|
|
case LightType.Point:
|
|
if (lightUnit == LightUnit.Candela)
|
|
m_Light.intensity = intensity;
|
|
else
|
|
m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
|
|
break;
|
|
case LightType.Spot:
|
|
if (lightUnit == LightUnit.Candela)
|
|
{
|
|
// When using candela, reflector don't have any effect. Our intensity is candela = lumens/steradian and the user
|
|
// provide desired value for an angle of 1 steradian.
|
|
m_Light.intensity = intensity;
|
|
}
|
|
else // lumen
|
|
{
|
|
if (enableSpotReflector)
|
|
{
|
|
// If reflector is enabled all the lighting from the sphere is focus inside the solid angle of current shape
|
|
if (spotLightShape == SpotLightShape.Cone)
|
|
{
|
|
m_Light.intensity = LightUtils.ConvertSpotLightLumenToCandela(intensity, m_Light.spotAngle * Mathf.Deg2Rad, true);
|
|
}
|
|
else if (spotLightShape == SpotLightShape.Pyramid)
|
|
{
|
|
float angleA, angleB;
|
|
LightUtils.CalculateAnglesForPyramid(aspectRatio, m_Light.spotAngle * Mathf.Deg2Rad, out angleA, out angleB);
|
|
|
|
m_Light.intensity = LightUtils.ConvertFrustrumLightLumenToCandela(intensity, angleA, angleB);
|
|
}
|
|
else // Box shape, fallback to punctual light.
|
|
{
|
|
m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No reflector, angle act as occlusion of point light.
|
|
m_Light.intensity = LightUtils.ConvertPointLightLumenToCandela(intensity);
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
#if UNITY_EDITOR
|
|
|
|
// Force to retrieve color light's m_UseColorTemperature because it's private
|
|
[System.NonSerialized]
|
|
SerializedProperty useColorTemperatureProperty;
|
|
[System.NonSerialized]
|
|
SerializedObject lightSerializedObject;
|
|
public bool useColorTemperature
|
|
{
|
|
get
|
|
{
|
|
if (useColorTemperatureProperty == null)
|
|
{
|
|
lightSerializedObject = new SerializedObject(m_Light);
|
|
useColorTemperatureProperty = lightSerializedObject.FindProperty("m_UseColorTemperature");
|
|
}
|
|
|
|
lightSerializedObject.Update();
|
|
|
|
return useColorTemperatureProperty.boolValue;
|
|
}
|
|
}
|
|
|
|
private void DrawGizmos(bool selected)
|
|
{
|
|
var light = gameObject.GetComponent<Light>();
|
|
var gizmoColor = light.color;
|
|
gizmoColor.a = selected ? 1.0f : 0.3f; // Fade for the gizmo
|
|
Gizmos.color = Handles.color = gizmoColor;
|
|
|
|
if (lightTypeExtent == LightTypeExtent.Punctual)
|
|
{
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional:
|
|
HDLightEditorUtilities.DrawDirectionalLightGizmo(light);
|
|
break;
|
|
case LightType.Point:
|
|
HDLightEditorUtilities.DrawPointlightGizmo(light, selected);
|
|
break;
|
|
case LightType.Spot:
|
|
if (spotLightShape == SpotLightShape.Cone)
|
|
HDLightEditorUtilities.DrawSpotlightGizmo(light, selected);
|
|
else if (spotLightShape == SpotLightShape.Pyramid)
|
|
HDLightEditorUtilities.DrawFrustumlightGizmo(light);
|
|
else if (spotLightShape == SpotLightShape.Box)
|
|
HDLightEditorUtilities.DrawFrustumlightGizmo(light);
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
switch (lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Rectangle:
|
|
HDLightEditorUtilities.DrawArealightGizmo(light);
|
|
break;
|
|
case LightTypeExtent.Line:
|
|
HDLightEditorUtilities.DrawArealightGizmo(light);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (selected)
|
|
{
|
|
DrawVerticalRay();
|
|
}
|
|
}
|
|
|
|
// Trace a ray down to better locate the light location
|
|
private void DrawVerticalRay()
|
|
{
|
|
Ray ray = new Ray(transform.position, Vector3.down);
|
|
RaycastHit hit;
|
|
if (Physics.Raycast(ray, out hit))
|
|
{
|
|
Handles.color = Color.green;
|
|
Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
|
|
Handles.DrawLine(transform.position, hit.point);
|
|
Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
|
|
|
|
Handles.color = Color.red;
|
|
Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater;
|
|
Handles.DrawLine(transform.position, hit.point);
|
|
Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
|
|
}
|
|
}
|
|
|
|
private void OnDrawGizmos()
|
|
{
|
|
// DrawGizmos(false);
|
|
}
|
|
|
|
private void OnDrawGizmosSelected()
|
|
{
|
|
DrawGizmos(true);
|
|
}
|
|
|
|
// TODO: There are a lot of old != current checks and assignation in this function, maybe think about using another system ?
|
|
void LateUpdate()
|
|
{
|
|
Vector3 shape = new Vector3(shapeWidth, shapeHeight, shapeRadius);
|
|
|
|
// Check if the intensity have been changed by the inspector or an animator
|
|
if (timelineWorkaround.oldDisplayLightIntensity != displayLightIntensity
|
|
|| lightTypeExtent != timelineWorkaround.oldLightTypeExtent
|
|
|| transform.localScale != timelineWorkaround.oldLocalScale
|
|
|| shape != timelineWorkaround.oldShape
|
|
|| m_Light.colorTemperature != timelineWorkaround.oldLightColorTemperature)
|
|
{
|
|
RefreshLigthIntensity();
|
|
UpdateAreaLightEmissiveMesh();
|
|
timelineWorkaround.oldDisplayLightIntensity = displayLightIntensity;
|
|
timelineWorkaround.oldLocalScale = transform.localScale;
|
|
timelineWorkaround.oldLightTypeExtent = lightTypeExtent;
|
|
timelineWorkaround.oldLightColorTemperature = m_Light.colorTemperature;
|
|
timelineWorkaround.oldShape = shape;
|
|
}
|
|
|
|
// Same check for light angle to update intensity using spot angle
|
|
if (m_Light.type == LightType.Spot && (timelineWorkaround.oldSpotAngle != m_Light.spotAngle || timelineWorkaround.oldEnableSpotReflector != enableSpotReflector))
|
|
{
|
|
RefreshLigthIntensity();
|
|
timelineWorkaround.oldSpotAngle = m_Light.spotAngle;
|
|
timelineWorkaround.oldEnableSpotReflector = enableSpotReflector;
|
|
}
|
|
|
|
if (m_Light.color != timelineWorkaround.oldLightColor
|
|
|| transform.localScale !=timelineWorkaround.oldLocalScale
|
|
|| displayAreaLightEmissiveMesh != timelineWorkaround.oldDisplayAreaLightEmissiveMesh
|
|
|| lightTypeExtent !=timelineWorkaround.oldLightTypeExtent
|
|
|| m_Light.colorTemperature != timelineWorkaround.oldLightColorTemperature)
|
|
{
|
|
UpdateAreaLightEmissiveMesh();
|
|
timelineWorkaround.oldLightColor = m_Light.color;
|
|
timelineWorkaround.oldLocalScale = transform.localScale;
|
|
timelineWorkaround.oldDisplayAreaLightEmissiveMesh = displayAreaLightEmissiveMesh;
|
|
timelineWorkaround.oldLightTypeExtent = lightTypeExtent;
|
|
timelineWorkaround.oldLightColorTemperature = m_Light.colorTemperature;
|
|
}
|
|
}
|
|
|
|
// The editor can only access displayLightIntensity (because of SerializedProperties) so we update the intensity to get the real value
|
|
void RefreshLigthIntensity()
|
|
{
|
|
intensity = displayLightIntensity;
|
|
}
|
|
|
|
public static bool IsAreaLight(LightTypeExtent lightType)
|
|
{
|
|
return lightType != LightTypeExtent.Punctual;
|
|
}
|
|
|
|
public static bool IsAreaLight(SerializedProperty lightType)
|
|
{
|
|
return IsAreaLight((LightTypeExtent)lightType.enumValueIndex);
|
|
}
|
|
|
|
public void UpdateAreaLightEmissiveMesh()
|
|
{
|
|
MeshRenderer emissiveMeshRenderer = GetComponent<MeshRenderer>();
|
|
MeshFilter emissiveMeshFilter = GetComponent<MeshFilter>();
|
|
|
|
bool displayEmissiveMesh = IsAreaLight(lightTypeExtent) && lightTypeExtent != LightTypeExtent.Line && displayAreaLightEmissiveMesh;
|
|
|
|
// Ensure that the emissive mesh components are here
|
|
if (displayEmissiveMesh)
|
|
{
|
|
if (emissiveMeshRenderer == null)
|
|
emissiveMeshRenderer = gameObject.AddComponent<MeshRenderer>();
|
|
if (emissiveMeshFilter == null)
|
|
emissiveMeshFilter = gameObject.AddComponent<MeshFilter>();
|
|
}
|
|
else // Or remove them if the option is disabled
|
|
{
|
|
if (emissiveMeshRenderer != null)
|
|
DestroyImmediate(emissiveMeshRenderer);
|
|
if (emissiveMeshFilter != null)
|
|
DestroyImmediate(emissiveMeshFilter);
|
|
|
|
// We don't have anything to do left if the dislay emissive mesh option is disabled
|
|
return ;
|
|
}
|
|
|
|
Vector3 lightSize;
|
|
|
|
// Update light area size from GameObject transform scale if the transform have changed
|
|
// else we update the light size from the shape fields
|
|
if (timelineWorkaround.oldLocalScale != transform.localScale)
|
|
lightSize = transform.localScale;
|
|
else
|
|
lightSize = new Vector3(shapeWidth, shapeHeight, 0);
|
|
|
|
lightSize = Vector3.Max(Vector3.one * k_MinAreaWidth, lightSize);
|
|
m_Light.transform.localScale = lightSize;
|
|
m_Light.areaSize = lightSize;
|
|
|
|
switch (lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Rectangle:
|
|
shapeWidth = lightSize.x;
|
|
shapeHeight = lightSize.y;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
if (emissiveMeshRenderer.sharedMaterial == null)
|
|
emissiveMeshRenderer.material = new Material(Shader.Find("HDRenderPipeline/Unlit"));
|
|
|
|
// Update Mesh emissive properties
|
|
emissiveMeshRenderer.sharedMaterial.SetColor("_UnlitColor", Color.black);
|
|
|
|
// m_Light.intensity is in luminance which is the value we need for emissive color
|
|
Color value = m_Light.color.linear * m_Light.intensity;
|
|
if (useColorTemperature)
|
|
value *= LightUtils.CorrelatedColorTemperatureToRGB(m_Light.colorTemperature);
|
|
|
|
emissiveMeshRenderer.sharedMaterial.SetColor("_EmissiveColor", value);
|
|
}
|
|
|
|
#endif
|
|
|
|
// As we have our own default value, we need to initialize the light intensity correctly
|
|
public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
|
|
{
|
|
// Special treatment for Unity built-in area light. Change it to our rectangle light
|
|
var light = lightData.gameObject.GetComponent<Light>();
|
|
|
|
// Set light intensity and unit using its type
|
|
switch (light.type)
|
|
{
|
|
case LightType.Directional:
|
|
lightData.lightUnit = LightUnit.Lux;
|
|
lightData.intensity = k_DefaultDirectionalLightIntensity;
|
|
break;
|
|
case LightType.Area: // Rectangle by default when light is created
|
|
lightData.lightUnit = LightUnit.Lumen;
|
|
lightData.intensity = k_DefaultAreaLightIntensity;
|
|
break;
|
|
case LightType.Point:
|
|
case LightType.Spot:
|
|
lightData.lightUnit = LightUnit.Lumen;
|
|
lightData.intensity = k_DefaultPunctualLightIntensity;
|
|
break;
|
|
}
|
|
|
|
// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
|
|
if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
|
|
{
|
|
lightData.lightTypeExtent = LightTypeExtent.Rectangle;
|
|
light.type = LightType.Point; // Same as in HDLightEditor
|
|
#if UNITY_EDITOR
|
|
light.lightmapBakeType = LightmapBakeType.Realtime;
|
|
#endif
|
|
}
|
|
|
|
// We don't use the global settings of shadow mask by default
|
|
light.lightShadowCasterMode = LightShadowCasterMode.Everything;
|
|
}
|
|
|
|
public void OnBeforeSerialize() {}
|
|
|
|
public void OnAfterDeserialize()
|
|
{
|
|
// Note: the field version is deprecated but we keep it for retro-compatibility reasons, you should use m_Version instead
|
|
#pragma warning disable 0618
|
|
if (version <= 1.0f)
|
|
#pragma warning restore 0618
|
|
{
|
|
// Note: We can't access to the light component in OnAfterSerialize as it is not init() yet,
|
|
// so instead we use a boolean to do the upgrade in OnEnable().
|
|
// However OnEnable is not call when the light is disabled, so the HDLightEditor also call
|
|
// the UpgradeLight() code in this case
|
|
needsIntensityUpdate_1_0 = true;
|
|
}
|
|
}
|
|
|
|
private void OnEnable()
|
|
{
|
|
UpgradeLight();
|
|
}
|
|
|
|
public void UpgradeLight()
|
|
{
|
|
// Disable the warning generated by deprecated fields (areaIntensity, directionalIntensity, ...)
|
|
#pragma warning disable 0618
|
|
|
|
// If we are deserializing an old version, convert the light intensity to the new system
|
|
if (needsIntensityUpdate_1_0)
|
|
{
|
|
switch (lightTypeExtent)
|
|
{
|
|
case LightTypeExtent.Punctual:
|
|
switch (m_Light.type)
|
|
{
|
|
case LightType.Directional:
|
|
lightUnit = LightUnit.Lux;
|
|
intensity = directionalIntensity;
|
|
break;
|
|
case LightType.Spot:
|
|
case LightType.Point:
|
|
lightUnit = LightUnit.Lumen;
|
|
intensity = punctualIntensity;
|
|
break;
|
|
}
|
|
break;
|
|
case LightTypeExtent.Line:
|
|
case LightTypeExtent.Rectangle:
|
|
lightUnit = LightUnit.Lumen;
|
|
intensity = areaIntensity;
|
|
break;
|
|
}
|
|
needsIntensityUpdate_1_0 = false;
|
|
}
|
|
|
|
m_Version = currentVersion;
|
|
version = currentVersion;
|
|
|
|
#pragma warning restore 0618
|
|
}
|
|
}
|
|
}
|