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namespace UnityEngine.Experimental.ScriptableRenderLoop
{
//@TODO: We should continously 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;
}
[RangeAttribute(0.0F, 100.0F)]
private float m_innerSpotPercent = 0.0F;
public float GetInnerSpotPercent01()
{
return Mathf.Clamp(m_innerSpotPercent, 0.0f, 100.0f) / 100.0f;
}
[RangeAttribute(0.0F, 1.0F)]
public float shadowDimmer = 1.0F;
public bool affectDiffuse = true;
public bool affectSpecular = true;
// Area Light Hack
public bool treatAsAreaLight = false;
public bool isDoubleSided = false;
[RangeAttribute(0.0f, 20.0f)]
public float areaLightLength = 0.0f;
[RangeAttribute(0.0f, 20.0f)]
public float areaLightWidth = 0.0f;
}
}