namespace UnityEngine.Experimental.Rendering.Universal { public sealed partial class Light2D { [SerializeField] int m_ShapeLightParametricSides = 5; [SerializeField] float m_ShapeLightParametricAngleOffset = 0.0f; [SerializeField] float m_ShapeLightParametricRadius = 1.0f; [SerializeField] float m_ShapeLightFalloffSize = 0.50f; [SerializeField] Vector2 m_ShapeLightFalloffOffset = Vector2.zero; [SerializeField] Vector3[] m_ShapePath = null; float m_PreviousShapeLightFalloffSize = -1; int m_PreviousShapeLightParametricSides = -1; float m_PreviousShapeLightParametricAngleOffset = -1; float m_PreviousShapeLightParametricRadius = -1; int m_PreviousShapePathHash = -1; LightType m_PreviousLightType = LightType.Parametric; public int shapeLightParametricSides => m_ShapeLightParametricSides; public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset; public float shapeLightParametricRadius => m_ShapeLightParametricRadius; public float shapeLightFalloffSize => m_ShapeLightFalloffSize; public Vector3[] shapePath { get { return m_ShapePath; } internal set { m_ShapePath = value; } } internal void SetShapePath(Vector3[] path) { m_ShapePath = path; } } }