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256 行
10 KiB
256 行
10 KiB
#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Experimental.Rendering.HDPipeline;
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#endif
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using UnityEngine.Serialization;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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// This enum extent the original LightType enum with new light type from HD
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public enum LightTypeExtent
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{
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Punctual, // Fallback on LightShape type
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Rectangle,
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Line,
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// Sphere,
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// Disc,
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};
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public enum SpotLightShape { Cone, Pyramid, Box };
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//@TODO: We should continuously move these values
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// into the engine when we can see them being generally useful
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[RequireComponent(typeof(Light))]
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public class HDAdditionalLightData : MonoBehaviour
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{
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#pragma warning disable 414 // CS0414 The private field '...' is assigned but its value is never used
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// We can't rely on Unity for our additional data, we need to version it ourself.
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[SerializeField]
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float m_Version = 1.0f;
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#pragma warning restore 414
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// 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)
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// we add intensity (for each type of light we want to manage).
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public float directionalIntensity = Mathf.PI; // In Lux
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public float punctualIntensity = 600.0f; // Light default to 600 lumen, i.e ~48 candela
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public float areaIntensity = 200.0f; // Light default to 200 lumen to better match point light
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// Only for Spotlight, should be hide for other light
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public bool enableSpotReflector = false;
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[Range(0.0f, 100.0f)]
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public float m_InnerSpotPercent = 0.0f; // To display this field in the UI this need to be public
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public float GetInnerSpotPercent01()
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{
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return Mathf.Clamp(m_InnerSpotPercent, 0.0f, 100.0f) / 100.0f;
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}
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[Range(0.0f, 1.0f)]
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public float lightDimmer = 1.0f;
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[Range(0.0f, 1.0f)]
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public float volumetricDimmer = 1.0f;
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// Not used for directional lights.
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public float fadeDistance = 10000.0f;
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public bool affectDiffuse = true;
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public bool affectSpecular = true;
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// This property work only with shadow mask and allow to say we don't render any lightMapped object in the shadow map
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public bool nonLightmappedOnly = false;
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public LightTypeExtent lightTypeExtent = LightTypeExtent.Punctual;
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// Only for Spotlight, should be hide for other light
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public SpotLightShape spotLightShape = SpotLightShape.Cone;
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// Only for Rectangle/Line/box projector lights
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public float shapeWidth = 0.5f;
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// Only for Rectangle/box projector lights
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public float shapeHeight = 0.5f;
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// Only for pyramid projector
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public float aspectRatio = 1.0f;
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// Only for Sphere/Disc
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public float shapeRadius = 0.0f;
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// Only for Spot/Point - use to cheaply fake specular spherical area light
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[Range(0.0f, 1.0f)]
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public float maxSmoothness = 1.0f;
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// 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
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public bool applyRangeAttenuation = true;
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// This is specific for the LightEditor GUI and not use at runtime
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public bool useOldInspector = false;
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public bool featuresFoldout = true;
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public bool showAdditionalSettings = false;
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#if UNITY_EDITOR
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private void DrawGizmos(bool selected)
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{
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var light = gameObject.GetComponent<Light>();
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var gizmoColor = light.color;
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gizmoColor.a = selected ? 1.0f : 0.3f; // Fade for the gizmo
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Gizmos.color = Handles.color = gizmoColor;
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if (lightTypeExtent == LightTypeExtent.Punctual)
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{
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switch (light.type)
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{
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case LightType.Directional:
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HDLightEditorUtilities.DrawDirectionalLightGizmo(light);
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break;
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case LightType.Point:
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HDLightEditorUtilities.DrawPointlightGizmo(light, selected);
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break;
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case LightType.Spot:
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if (spotLightShape == SpotLightShape.Cone)
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HDLightEditorUtilities.DrawSpotlightGizmo(light, selected);
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else if (spotLightShape == SpotLightShape.Pyramid)
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HDLightEditorUtilities.DrawFrustumlightGizmo(light);
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else if (spotLightShape == SpotLightShape.Box)
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HDLightEditorUtilities.DrawFrustumlightGizmo(light);
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break;
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}
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}
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else
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{
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switch (lightTypeExtent)
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{
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case LightTypeExtent.Rectangle:
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HDLightEditorUtilities.DrawArealightGizmo(light);
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break;
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case LightTypeExtent.Line:
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HDLightEditorUtilities.DrawArealightGizmo(light);
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break;
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}
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}
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if (selected)
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{
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DrawVerticalRay();
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}
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}
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// Trace a ray down to better locate the light location
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private void DrawVerticalRay()
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{
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Ray ray = new Ray(transform.position, Vector3.down);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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Handles.color = Color.green;
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Handles.zTest = UnityEngine.Rendering.CompareFunction.LessEqual;
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Handles.DrawLine(transform.position, hit.point);
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Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
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Handles.color = Color.red;
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Handles.zTest = UnityEngine.Rendering.CompareFunction.Greater;
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Handles.DrawLine(transform.position, hit.point);
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Handles.DrawWireDisc(hit.point, hit.normal, 0.5f);
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}
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}
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private void OnDrawGizmos()
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{
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// DrawGizmos(false);
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}
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private void OnDrawGizmosSelected()
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{
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DrawGizmos(true);
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}
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#endif
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// Caution: this function must match the one in HDLightEditor.UpdateLightIntensity - any change need to be replicated
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public void ConvertPhysicalLightIntensityToLightIntensity()
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{
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var light = gameObject.GetComponent<Light>();
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if (lightTypeExtent == LightTypeExtent.Punctual)
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{
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switch (light.type)
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{
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case LightType.Directional:
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light.intensity = Mathf.Max(0, directionalIntensity);
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break;
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case LightType.Point:
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light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity));
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break;
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case LightType.Spot:
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if (enableSpotReflector)
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{
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if (spotLightShape == SpotLightShape.Cone)
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{
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light.intensity = LightUtils.ConvertSpotLightIntensity(Mathf.Max(0, punctualIntensity), light.spotAngle * Mathf.Deg2Rad, true);
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}
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else if (spotLightShape == SpotLightShape.Pyramid)
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{
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float angleA, angleB;
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LightUtils.CalculateAnglesForPyramid(aspectRatio, light.spotAngle,
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out angleA, out angleB);
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light.intensity = LightUtils.ConvertFrustrumLightIntensity(Mathf.Max(0, punctualIntensity), angleA, angleB);
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}
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else // Box shape, fallback to punctual light.
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{
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light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity));
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}
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}
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else
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{
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// Spot should used conversion which take into account the angle, and thus the intensity vary with angle.
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// This is not easy to manipulate for lighter, so we simply consider any spot light as just occluded point light. So reuse the same code.
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light.intensity = LightUtils.ConvertPointLightIntensity(Mathf.Max(0, punctualIntensity));
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// TODO: What to do with box shape ?
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// var spotLightShape = (SpotLightShape)m_AdditionalspotLightShape.enumValueIndex;
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}
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break;
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}
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}
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else if (lightTypeExtent == LightTypeExtent.Rectangle)
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{
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light.intensity = LightUtils.ConvertRectLightIntensity(Mathf.Max(0, areaIntensity), shapeWidth, shapeHeight);
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}
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else if (lightTypeExtent == LightTypeExtent.Line)
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{
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light.intensity = LightUtils.CalculateLineLightIntensity(Mathf.Max(0, areaIntensity), shapeWidth);
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}
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}
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// As we have our own default value, we need to initialize the light intensity correctly
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public static void InitDefaultHDAdditionalLightData(HDAdditionalLightData lightData)
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{
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// Special treatment for Unity built-in area light. Change it to our rectangle light
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var light = lightData.gameObject.GetComponent<Light>();
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// Sanity check: lightData.lightTypeExtent is init to LightTypeExtent.Punctual (in case for unknow reasons we recreate additional data on an existing line)
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if (light.type == LightType.Area && lightData.lightTypeExtent == LightTypeExtent.Punctual)
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{
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lightData.lightTypeExtent = LightTypeExtent.Rectangle;
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light.type = LightType.Point; // Same as in HDLightEditor
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#if UNITY_EDITOR
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light.lightmapBakeType = LightmapBakeType.Realtime;
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#endif
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}
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// We don't use the global settings of shadow mask by default
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light.lightShadowCasterMode = LightShadowCasterMode.Everything;
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// At first init we need to initialize correctly the default value
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lightData.ConvertPhysicalLightIntensityToLightIntensity();
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}
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}
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}
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