Project_WL/Assets/Script/Ingame/CheckShadow.cs

63 lines
2.4 KiB
C#

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