using UnityEngine; public class _appControlerShaderOnTriplanarMesh : MonoBehaviour { public bool shadows; public bool forward_path = true; private bool panel_enabled; public float model_dir; private void Awake() { panel_enabled = true; } private void Update() { if (Input.GetKeyDown(KeyCode.P)) { panel_enabled = !panel_enabled; } } private void OnGUI() { GUILayout.Space(10f); GUILayout.BeginVertical("box"); GUILayout.Label(string.Empty + FPSmeter.fps); if (panel_enabled) { shadows = GUILayout.Toggle(shadows, "disable Unity's shadows"); Light component = GameObject.Find("Directional light").GetComponent(); component.shadows = ((!shadows) ? LightShadows.Soft : LightShadows.None); forward_path = GUILayout.Toggle(forward_path, "forward rendering"); Camera component2 = GameObject.Find("Main Camera").GetComponent(); component2.renderingPath = (forward_path ? RenderingPath.Forward : RenderingPath.DeferredShading); GUILayout.Label(" Drag model/env to rotate"); GUILayout.Label(" Wheel - zoom camera"); } GUILayout.Label(" P - toggle panel"); GUILayout.EndVertical(); } }