69 lines
2.5 KiB
C#
69 lines
2.5 KiB
C#
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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public sealed partial class Light2D
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{
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[SerializeField] float m_PointLightInnerAngle = 360.0f;
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[SerializeField] float m_PointLightOuterAngle = 360.0f;
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[SerializeField] float m_PointLightInnerRadius = 0.0f;
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[SerializeField] float m_PointLightOuterRadius = 1.0f;
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/// <summary>
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/// The inner angle of the point light shape. The bigger the angle, the wider the gap.
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/// The gap between the innner and outer angle will determine the size of the light's penumbra.
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/// </summary>
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public float pointLightInnerAngle
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{
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get => m_PointLightInnerAngle;
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set => m_PointLightInnerAngle = value;
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}
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/// <summary>
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/// The angle that determins the shape of the inner light area.
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/// The gap between the innner and outer angle will determine the size of the light's penumbra.
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/// </summary>
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public float pointLightOuterAngle
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{
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get => m_PointLightOuterAngle;
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set => m_PointLightOuterAngle = value;
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}
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/// <summary>
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/// The radius of the inner light area that has full brightness.
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/// The gap between the inner and outer radius will determine the size of the light's penumbra.
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/// </summary>
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public float pointLightInnerRadius
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{
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get => m_PointLightInnerRadius;
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set => m_PointLightInnerRadius = value;
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}
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/// <summary>
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/// The outer radius that determines the size of the light.
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/// The gap between the inner and outer radius will determine the size of the light's penumbra.
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/// </summary>
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public float pointLightOuterRadius
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{
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get => m_PointLightOuterRadius;
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set => m_PointLightOuterRadius = value;
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}
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/// <summary>
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/// The point light distance.
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/// This is obsolete and has been changed to normalMapDistance.
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/// </summary>
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[Obsolete("pointLightDistance has been changed to normalMapDistance", true)]
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public float pointLightDistance => m_NormalMapDistance;
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/// <summary>
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/// The quality of the point light.
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/// This is obsolete and has been changed to normalMapQuality.
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/// </summary>
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[Obsolete("pointLightQuality has been changed to normalMapQuality", true)]
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public NormalMapQuality pointLightQuality => m_NormalMapQuality;
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internal bool isPointLight => m_LightType == LightType.Point;
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}
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}
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