Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/2D/Light2DPoint.cs

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2024-05-06 14:45:45 -04:00
using System;
namespace UnityEngine.Rendering.Universal
{
public sealed partial class Light2D
{
[SerializeField] float m_PointLightInnerAngle = 360.0f;
[SerializeField] float m_PointLightOuterAngle = 360.0f;
[SerializeField] float m_PointLightInnerRadius = 0.0f;
[SerializeField] float m_PointLightOuterRadius = 1.0f;
/// <summary>
/// The inner angle of the point light shape. The bigger the angle, the wider the gap.
/// The gap between the innner and outer angle will determine the size of the light's penumbra.
/// </summary>
public float pointLightInnerAngle
{
get => m_PointLightInnerAngle;
set => m_PointLightInnerAngle = value;
}
/// <summary>
/// The angle that determins the shape of the inner light area.
/// The gap between the innner and outer angle will determine the size of the light's penumbra.
/// </summary>
public float pointLightOuterAngle
{
get => m_PointLightOuterAngle;
set => m_PointLightOuterAngle = value;
}
/// <summary>
/// The radius of the inner light area that has full brightness.
/// The gap between the inner and outer radius will determine the size of the light's penumbra.
/// </summary>
public float pointLightInnerRadius
{
get => m_PointLightInnerRadius;
set => m_PointLightInnerRadius = value;
}
/// <summary>
/// The outer radius that determines the size of the light.
/// The gap between the inner and outer radius will determine the size of the light's penumbra.
/// </summary>
public float pointLightOuterRadius
{
get => m_PointLightOuterRadius;
set => m_PointLightOuterRadius = value;
}
[Obsolete("pointLightDistance has been changed to normalMapDistance", true)]
public float pointLightDistance => m_NormalMapDistance;
[Obsolete("pointLightQuality has been changed to normalMapQuality", true)]
public NormalMapQuality pointLightQuality => m_NormalMapQuality;
internal bool isPointLight => m_LightType == LightType.Point;
}
}