UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/2D/Light2DShape.cs

66 lines
2.3 KiB
C#
Raw Normal View History

2024-10-27 10:53:47 +03:00
namespace UnityEngine.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;
/// <summary>
/// The number of sides in the parametric shape.
/// </summary>
public int shapeLightParametricSides => m_ShapeLightParametricSides;
/// <summary>
/// The offset of the shape from the light's origin.
/// </summary>
public float shapeLightParametricAngleOffset => m_ShapeLightParametricAngleOffset;
/// <summary>
/// The size of the shape.
/// </summary>
public float shapeLightParametricRadius
{
get { return m_ShapeLightParametricRadius; }
internal set { m_ShapeLightParametricRadius = value; }
}
/// <summary>
/// The size of the fall-off area. Bigger value corresponds to bigger fall off size.
/// </summary>
public float shapeLightFalloffSize
{
get { return m_ShapeLightFalloffSize; }
set { m_ShapeLightFalloffSize = Mathf.Max(0, value); }
}
/// <summary>
/// Returns the path that represents the shape light. Values are in object space.
/// </summary>
public Vector3[] shapePath
{
get { return m_ShapePath; }
internal set { m_ShapePath = value; }
}
/// <summary>
/// Set the shape that represents the freeform light. Values are in object space.
/// </summary>
/// <param name="path">Array of Vector3 defining the shape.</param>
public void SetShapePath(Vector3[] path)
{
m_ShapePath = path;
}
}
}