2021-09-09 20:42:29 -04:00

64 lines
2.7 KiB
C#

using UnityEngine.Rendering.HighDefinition;
using System;
namespace UnityEngine.Rendering
{
[RequireComponent(typeof(Light))]
[Obsolete("This component will be removed in the future, it's content have been moved to HDAdditionalLightData.")]
[ExecuteAlways]
class AdditionalShadowData : MonoBehaviour
{
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.customResolution instead.")]
[UnityEngine.Serialization.FormerlySerializedAs("shadowResolution")]
internal int customResolution = HDAdditionalLightData.k_DefaultShadowResolution;
[SerializeField]
[Range(0.0f, 1.0f)]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowDimmer instead.")]
internal float shadowDimmer = 1.0f;
[SerializeField]
[Range(0.0f, 1.0f)]
[Obsolete("Obsolete, use HDAdditionalLightData.volumetricShadowDimmer instead.")]
internal float volumetricShadowDimmer = 1.0f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowFadeDistance instead.")]
internal float shadowFadeDistance = 10000.0f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.contactShadows instead.")]
internal bool contactShadows = false;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowTint instead.")]
internal Color shadowTint = Color.black;
// bias control
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.normalBias instead.")]
internal float normalBias = 0.75f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowUpdateMode instead.")]
internal ShadowUpdateMode shadowUpdateMode = ShadowUpdateMode.EveryFrame;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeRatios instead.")]
internal float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f };
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeBorders instead.")]
internal float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f };
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowAlgorithm instead.")]
internal int shadowAlgorithm = 0;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowVariant instead.")]
internal int shadowVariant = 0;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowPrecision instead.")]
internal int shadowPrecision = 0;
}
}