79 lines
2.6 KiB
C#
79 lines
2.6 KiB
C#
using System;
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using Unity.Collections;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Class that holds settings related to lights.
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/// </summary>
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public class UniversalLightData : ContextItem
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{
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/// <summary>
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/// 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.
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/// The main light is the directional light assigned as Sun source in light settings or the brightest directional light.
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/// <seealso cref="CullingResults"/>
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/// </summary>
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public int mainLightIndex;
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/// <summary>
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/// The number of additional lights visible by the camera.
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/// </summary>
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public int additionalLightsCount;
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/// <summary>
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/// Maximum amount of lights that can be shaded per-object. This value only affects forward rendering.
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/// </summary>
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public int maxPerObjectAdditionalLightsCount;
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/// <summary>
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/// List of visible lights returned by culling.
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/// </summary>
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public NativeArray<VisibleLight> visibleLights;
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/// <summary>
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/// True if additional lights should be shaded in vertex shader, otherwise additional lights will be shaded per pixel.
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/// </summary>
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public bool shadeAdditionalLightsPerVertex;
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/// <summary>
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/// True if mixed lighting is supported.
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/// </summary>
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public bool supportsMixedLighting;
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/// <summary>
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/// True if box projection is enabled for reflection probes.
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/// </summary>
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public bool reflectionProbeBoxProjection;
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/// <summary>
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/// True if blending is enabled for reflection probes.
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/// </summary>
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public bool reflectionProbeBlending;
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/// <summary>
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/// True if light layers are enabled.
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/// </summary>
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public bool supportsLightLayers;
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/// <summary>
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/// True if additional lights enabled.
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/// </summary>
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public bool supportsAdditionalLights;
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/// <inheritdoc/>
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public override void Reset()
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{
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mainLightIndex = -1;
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additionalLightsCount = 0;
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maxPerObjectAdditionalLightsCount = 0;
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visibleLights = default;
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shadeAdditionalLightsPerVertex = false;
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supportsMixedLighting = false;
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reflectionProbeBoxProjection = false;
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reflectionProbeBlending = false;
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supportsLightLayers = false;
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supportsAdditionalLights = false;
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}
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}
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}
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