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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<Light>();
component.shadows = ((!shadows) ? LightShadows.Soft : LightShadows.None);
forward_path = GUILayout.Toggle(forward_path, "forward rendering");
Camera component2 = GameObject.Find("Main Camera").GetComponent<Camera>();
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();
}
}
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