63 lines
2.4 KiB
C#
63 lines
2.4 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CheckShadow : MonoBehaviour
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{
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public Material material_skybox;
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Light m_Light;
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void Start()
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{
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m_Light = GetComponent<Light>();
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RenderSettings.sun = m_Light;
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Set_Shadow();
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OptionInfo.Ins.Add_CheckShadow(this);
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//if (InGameInfo.Ins.Get_CurStageData().Chapter == 103)
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//{
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// RenderSettings.skybox = InGameInfo.Ins.mat_SkyBox[0];
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// RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Skybox;
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// RenderSettings.ambientIntensity = 0.325f;
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// RenderSettings.fog = true;
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// RenderSettings.fogColor = new Color32(25, 127, 188, 255);
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// RenderSettings.fogDensity = 0.002f;
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// RenderSettings.haloStrength = 0.5f;
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// RenderSettings.flareFadeSpeed = 3f;
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// RenderSettings.flareStrength = 1f;
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//}
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//else if (InGameInfo.Ins.Get_CurStageData().Chapter == 104)
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//{
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// RenderSettings.skybox = InGameInfo.Ins.mat_SkyBox[1];
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// RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
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// RenderSettings.ambientSkyColor = new Color32(45, 39, 89, 255);
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// RenderSettings.ambientEquatorColor = new Color32(112, 96, 209, 255);
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// RenderSettings.ambientGroundColor = new Color32(0, 72, 125, 255);
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// RenderSettings.fog = true;
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// RenderSettings.fogColor = new Color32(24, 56, 132, 255);
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// RenderSettings.fogDensity = 0.0025f;
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// RenderSettings.haloStrength = 0.5f;
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// RenderSettings.flareFadeSpeed = 3f;
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// RenderSettings.flareStrength = 1f;
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//}
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//else
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{
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RenderSettings.skybox = material_skybox;
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RenderSettings.ambientMode = UnityEngine.Rendering.AmbientMode.Trilight;
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RenderSettings.ambientSkyColor = Color.white;
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RenderSettings.ambientEquatorColor = new Color32(180, 148, 123, 255);
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RenderSettings.ambientGroundColor = new Color32(79, 79, 115, 255);
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RenderSettings.fog = false;
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RenderSettings.reflectionIntensity = 0f;
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}
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}
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public void Set_Shadow()
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{
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m_Light.enabled = OptionInfo.Ins.go_check[1].activeSelf;
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}
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public void Set_Light(bool _active)
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{
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m_Light.enabled = _active && OptionInfo.Ins.go_check[1].activeSelf;
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}
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} |