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; /// /// 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. /// public float pointLightInnerAngle { get => m_PointLightInnerAngle; set => m_PointLightInnerAngle = value; } /// /// 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. /// public float pointLightOuterAngle { get => m_PointLightOuterAngle; set => m_PointLightOuterAngle = value; } /// /// 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. /// public float pointLightInnerRadius { get => m_PointLightInnerRadius; set => m_PointLightInnerRadius = value; } /// /// 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. /// 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; } }