UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/FrameData/UniversalLightData.cs

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2024-10-27 10:53:47 +03:00
using System;
using Unity.Collections;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Class that holds settings related to lights.
/// </summary>
public class UniversalLightData : ContextItem
{
/// <summary>
/// Holds the main light index from the <c>VisibleLight</c> list returned by culling. If there's no main light in the scene, <c>mainLightIndex</c> is set to -1.
/// The main light is the directional light assigned as Sun source in light settings or the brightest directional light.
/// <seealso cref="CullingResults"/>
/// </summary>
public int mainLightIndex;
/// <summary>
/// The number of additional lights visible by the camera.
/// </summary>
public int additionalLightsCount;
/// <summary>
/// Maximum amount of lights that can be shaded per-object. This value only affects forward rendering.
/// </summary>
public int maxPerObjectAdditionalLightsCount;
/// <summary>
/// List of visible lights returned by culling.
/// </summary>
public NativeArray<VisibleLight> visibleLights;
/// <summary>
/// True if additional lights should be shaded in vertex shader, otherwise additional lights will be shaded per pixel.
/// </summary>
public bool shadeAdditionalLightsPerVertex;
/// <summary>
/// True if mixed lighting is supported.
/// </summary>
public bool supportsMixedLighting;
/// <summary>
/// True if box projection is enabled for reflection probes.
/// </summary>
public bool reflectionProbeBoxProjection;
/// <summary>
/// True if blending is enabled for reflection probes.
/// </summary>
public bool reflectionProbeBlending;
/// <summary>
/// True if light layers are enabled.
/// </summary>
public bool supportsLightLayers;
/// <summary>
/// True if additional lights enabled.
/// </summary>
public bool supportsAdditionalLights;
/// <inheritdoc/>
public override void Reset()
{
mainLightIndex = -1;
additionalLightsCount = 0;
maxPerObjectAdditionalLightsCount = 0;
visibleLights = default;
shadeAdditionalLightsPerVertex = false;
supportsMixedLighting = false;
reflectionProbeBoxProjection = false;
reflectionProbeBlending = false;
supportsLightLayers = false;
supportsAdditionalLights = false;
}
}
}