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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;
[RangeAttribute(0.0F, 100.0F)]
public float innerSpotPercent = 0.0F;
[RangeAttribute(0.0F, 1.0F)]
public float shadowDimmer = 1.0F;
public bool affectDiffuse = true;
public bool affectSpecular = true;
public static float GetInnerSpotPercent01(AdditionalLightData lightData)
{
if (lightData != null)
return Mathf.Clamp(lightData.innerSpotPercent, 0.0f, 100.0f) / 100.0f;
else
return 0.0F;
}
public static bool GetAffectDiffuse(AdditionalLightData lightData)
{
if (lightData != null)
return lightData.affectDiffuse;
else
return true;
}
public static bool GetAffectSpecular(AdditionalLightData lightData)
{
if (lightData != null)
return lightData.affectSpecular;
else
return true;
}
public static float GetShadowDimmer(AdditionalLightData lightData)
{
if (lightData != null)
return Mathf.Clamp(lightData.shadowDimmer, 0F, 1F);
else
return 1.0F;
}
public static int GetShadowResolution(AdditionalLightData lightData)
{
if (lightData != null)
return lightData.shadowResolution;
else
return DefaultShadowResolution;
}
}
}