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namespace UnityEngine.Experimental.Rendering
{
public enum LightArchetype {Punctual, Rectangle, Line};
//@TODO: We should continuously move these values
// into the engine when we can see them being generally useful
[RequireComponent(typeof(Light))]
public class AdditionalLightData : MonoBehaviour
{
public const int DefaultShadowResolution = 512;
public int shadowResolution = DefaultShadowResolution;
public static int GetShadowResolution(AdditionalLightData lightData)
{
if (lightData != null)
return lightData.shadowResolution;
else
return DefaultShadowResolution;
}
[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 shadowDimmer = 1.0f;
[Range(0.0F, 1.0F)]
public float lightDimmer = 1.0f;
// Not used for directional lights.
public float fadeDistance = 10000.0f;
public float shadowFadeDistance = 10000.0f;
public bool affectDiffuse = true;
public bool affectSpecular = true;
public LightArchetype archetype = LightArchetype.Punctual;
public bool isDoubleSided = false;
[Range(0.0f, 20.0f)]
public float areaLightLength = 0.0f;
[Range(0.0f, 20.0f)]
public float areaLightWidth = 0.0f;
}
}