Files
PixelJumperHero/Library/PackageCache/com.unity.render-pipelines.universal@11.0.0/Runtime/UniversalAdditionalLightData.cs
2021-06-13 10:28:03 +02:00

45 lines
1.7 KiB
C#

using System;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.LWRP
{
[Obsolete("LWRP -> Universal (UnityUpgradable) -> UnityEngine.Rendering.Universal.UniversalAdditionalLightData", true)]
public class LWRPAdditionalLightData
{
}
}
namespace UnityEngine.Rendering.Universal
{
[DisallowMultipleComponent]
[RequireComponent(typeof(Light))]
public class UniversalAdditionalLightData : MonoBehaviour
{
[Tooltip("Controls if light Shadow Bias parameters use pipeline settings.")]
[SerializeField] bool m_UsePipelineSettings = true;
public bool usePipelineSettings
{
get { return m_UsePipelineSettings; }
set { m_UsePipelineSettings = value; }
}
public static readonly int AdditionalLightsShadowResolutionTierCustom = -1;
public static readonly int AdditionalLightsShadowResolutionTierLow = 0;
public static readonly int AdditionalLightsShadowResolutionTierMedium = 1;
public static readonly int AdditionalLightsShadowResolutionTierHigh = 2;
public static readonly int AdditionalLightsShadowDefaultResolutionTier = AdditionalLightsShadowResolutionTierHigh;
public static readonly int AdditionalLightsShadowDefaultCustomResolution = 128;
public static readonly int AdditionalLightsShadowMinimumResolution = 128;
[Tooltip("Controls if light shadow resolution uses pipeline settings.")]
[SerializeField] int m_AdditionalLightsShadowResolutionTier = AdditionalLightsShadowDefaultResolutionTier;
public int additionalLightsShadowResolutionTier
{
get { return m_AdditionalLightsShadowResolutionTier; }
}
}
}