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