diff options
author | chai <215380520@qq.com> | 2024-03-13 11:00:58 +0800 |
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committer | chai <215380520@qq.com> | 2024-03-13 11:00:58 +0800 |
commit | 6ce8b9e22fc13be34b442c7b6af48b42cd44275a (patch) | |
tree | b38119d2acf0a982cb67e381f146924b9bfc3b3f /ReliefShaders_applyLightForDeferred.cs |
+init
Diffstat (limited to 'ReliefShaders_applyLightForDeferred.cs')
-rw-r--r-- | ReliefShaders_applyLightForDeferred.cs | 54 |
1 files changed, 54 insertions, 0 deletions
diff --git a/ReliefShaders_applyLightForDeferred.cs b/ReliefShaders_applyLightForDeferred.cs new file mode 100644 index 0000000..18aec65 --- /dev/null +++ b/ReliefShaders_applyLightForDeferred.cs @@ -0,0 +1,54 @@ +using UnityEngine; + +[ExecuteInEditMode] +public class ReliefShaders_applyLightForDeferred : MonoBehaviour +{ + public Light lightForSelfShadowing; + + private Renderer _renderer; + + private void Reset() + { + if ((bool)GetComponent<Light>()) + { + lightForSelfShadowing = GetComponent<Light>(); + } + } + + private void Update() + { + if (!lightForSelfShadowing) + { + return; + } + if (_renderer == null) + { + _renderer = GetComponent<Renderer>(); + } + if ((bool)GetComponent<Renderer>()) + { + if (lightForSelfShadowing.type == LightType.Directional) + { + for (int i = 0; i < _renderer.sharedMaterials.Length; i++) + { + _renderer.sharedMaterials[i].SetVector("_WorldSpaceLightPosCustom", -lightForSelfShadowing.transform.forward); + } + } + else + { + for (int j = 0; j < _renderer.materials.Length; j++) + { + _renderer.sharedMaterials[j].SetVector("_WorldSpaceLightPosCustom", new Vector4(lightForSelfShadowing.transform.position.x, lightForSelfShadowing.transform.position.y, lightForSelfShadowing.transform.position.z, 1f)); + } + } + } + else if (lightForSelfShadowing.type == LightType.Directional) + { + Shader.SetGlobalVector("_WorldSpaceLightPosCustom", -lightForSelfShadowing.transform.forward); + } + else + { + Shader.SetGlobalVector("_WorldSpaceLightPosCustom", new Vector4(lightForSelfShadowing.transform.position.x, lightForSelfShadowing.transform.position.y, lightForSelfShadowing.transform.position.z, 1f)); + } + } +} |