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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;
	}
}