mirror of
https://github.com/maxartz15/VolumetricLighting.git
synced 2024-11-10 01:02:55 +01:00
61 lines
1.2 KiB
C#
61 lines
1.2 KiB
C#
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using UnityEngine;
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[ExecuteInEditMode]
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public partial class FogLight : LightOverride
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{
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public bool m_ForceOnForFog = false;
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[Tooltip("Only one shadowed fog AreaLight at a time.")]
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[Header("Shadows")]
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public bool m_Shadows = false;
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public enum TextureSize
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{
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x256 = 256,
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x512 = 512,
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x1024 = 1024,
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}
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[Tooltip("Always at most half the res of the AreaLight's shadowmap.")]
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public TextureSize m_ShadowmapRes = TextureSize.x256;
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[Range(0, 3)]
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public int m_BlurIterations = 0;
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[MinValue(0)]
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public float m_BlurSize = 1.0f;
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[MinValue(0)]
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[Tooltip("Affects shadow softness.")]
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public float m_ESMExponent = 40.0f;
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public bool m_Bounded = true;
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public override bool GetForceOn()
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{
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return m_ForceOnForFog;
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}
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bool m_AddedToLightManager = false;
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void AddToLightManager()
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{
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if (!m_AddedToLightManager)
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m_AddedToLightManager = LightManagerFogLights.Add(this);
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}
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void OnEnable()
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{
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AddToLightManager();
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}
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void Update()
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{
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// LightManager might not have been available during this light's OnEnable(), so keep trying.
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AddToLightManager();
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}
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void OnDisable()
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{
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LightManagerFogLights.Remove(this);
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m_AddedToLightManager = false;
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CleanupDirectionalShadowmap();
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}
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}
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