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namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[SkyUniqueID((int)SkyType.ProceduralSky)]
public class ProceduralSky : SkySettings
{
public ClampedFloatParameter sunSize = new ClampedFloatParameter(0.04f, 0.0f, 1.0f);
public ClampedFloatParameter sunSizeConvergence = new ClampedFloatParameter(5.0f, 1.0f, 10.0f);
public ClampedFloatParameter atmosphereThickness = new ClampedFloatParameter(1.0f, 0.0f, 5.0f);
public ColorParameter skyTint = new ColorParameter(new Color(0.5f, 0.5f, 0.5f, 1.0f));
public ColorParameter groundColor = new ColorParameter(new Color(0.369f, 0.349f, 0.341f, 1.0f));
public BoolParameter enableSunDisk = new BoolParameter(true);
public override SkyRenderer CreateRenderer()
{
return new ProceduralSkyRenderer(this);
}
public override int GetHashCode()
{
int hash = base.GetHashCode();
unchecked
{
hash = hash * 23 + sunSize.GetHashCode();
hash = hash * 23 + sunSizeConvergence.GetHashCode();
hash = hash * 23 + atmosphereThickness.GetHashCode();
hash = hash * 23 + skyTint.GetHashCode();
hash = hash * 23 + groundColor.GetHashCode();
hash = hash * 23 + multiplier.GetHashCode();
hash = hash * 23 + enableSunDisk.GetHashCode();
}
return hash;
}
}
}