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using UnityEngine;
using UnityEngine.Rendering;
namespace NGS.MeshFusionPro;
public struct RendererSettings
{
public string tag;
public int layer;
public Material material;
public ShadowCastingMode shadowMode;
public bool receiveShadows;
public int lightmapIndex;
public int realtimeLightmapIndex;
public RendererSettings(Material material, ShadowCastingMode shadowMode = ShadowCastingMode.On, bool receiveShadows = true, int lightmapIndex = -1, int realtimeLightmapIndex = -1, string tag = "Untagged", int layer = 0)
{
this.material = material;
this.shadowMode = shadowMode;
this.receiveShadows = receiveShadows;
this.lightmapIndex = lightmapIndex;
this.realtimeLightmapIndex = realtimeLightmapIndex;
this.tag = tag;
this.layer = layer;
}
public RendererSettings(Renderer renderer, int materialIndex = 0)
{
material = renderer.GetSharedMaterialWithoutAlloc(materialIndex);
shadowMode = renderer.shadowCastingMode;
receiveShadows = renderer.receiveShadows;
lightmapIndex = renderer.lightmapIndex;
realtimeLightmapIndex = renderer.realtimeLightmapIndex;
tag = renderer.tag;
layer = renderer.gameObject.layer;
}
}
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