using UnityEngine.Rendering.HighDefinition; using System; namespace UnityEngine.Rendering { [RequireComponent(typeof(Light))] [Obsolete("This component will be removed in the future, it's content have been moved to HDAdditionalLightData. #from(2021.1)")] [ExecuteAlways] class AdditionalShadowData : MonoBehaviour { [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.customResolution instead. #from(2021.1)")] [UnityEngine.Serialization.FormerlySerializedAs("shadowResolution")] internal int customResolution = HDAdditionalLightData.k_DefaultShadowResolution; [SerializeField] [Range(0.0f, 1.0f)] [Obsolete("Obsolete, use HDAdditionalLightData.shadowDimmer instead. #from(2021.1)")] internal float shadowDimmer = 1.0f; [SerializeField] [Range(0.0f, 1.0f)] [Obsolete("Obsolete, use HDAdditionalLightData.volumetricShadowDimmer instead. #from(2021.1)")] internal float volumetricShadowDimmer = 1.0f; [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowFadeDistance instead. #from(2021.1)")] internal float shadowFadeDistance = 10000.0f; [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.contactShadows instead. #from(2021.1)")] internal bool contactShadows = false; [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowTint instead. #from(2021.1)")] internal Color shadowTint = Color.black; // bias control [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.normalBias instead. #from(2021.1)")] internal float normalBias = 0.75f; [SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowUpdateMode instead. #from(2021.1)")] internal ShadowUpdateMode shadowUpdateMode = ShadowUpdateMode.EveryFrame; [HideInInspector, SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeRatios instead. #from(2021.1)")] internal float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f }; [HideInInspector, SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeBorders instead. #from(2021.1)")] internal float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f }; [HideInInspector, SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowAlgorithm instead. #from(2021.1)")] internal int shadowAlgorithm = 0; [HideInInspector, SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowVariant instead. #from(2021.1)")] internal int shadowVariant = 0; [HideInInspector, SerializeField] [Obsolete("Obsolete, use HDAdditionalLightData.shadowPrecision instead. #from(2021.1)")] internal int shadowPrecision = 0; } }