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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));
}
}
}
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