using System;
namespace UnityEngine.Rendering.Universal
{
/// Light Layers.
[Flags]
[Obsolete("Use RenderingLayerMask instead. #from(6000.2)")]
public enum LightLayerEnum
{
/// The light will no affect any object.
Nothing = 0, // Custom name for "Nothing" option
/// Light Layer 0.
LightLayerDefault = 1 << 0,
/// Light Layer 1.
LightLayer1 = 1 << 1,
/// Light Layer 2.
LightLayer2 = 1 << 2,
/// Light Layer 3.
LightLayer3 = 1 << 3,
/// Light Layer 4.
LightLayer4 = 1 << 4,
/// Light Layer 5.
LightLayer5 = 1 << 5,
/// Light Layer 6.
LightLayer6 = 1 << 6,
/// Light Layer 7.
LightLayer7 = 1 << 7,
/// Everything.
Everything = 0xFF, // Custom name for "Everything" option
}
public partial class UniversalAdditionalLightData
{
// The layer(s) this light belongs too.
[Obsolete("This is obsolete, please use m_RenderingLayerMask instead. #from(2023.1)", false)] [SerializeField]
LightLayerEnum m_LightLayerMask = LightLayerEnum.LightLayerDefault;
///
/// The layer(s) this light belongs to.
///
[Obsolete("This is obsolete, please use renderingLayerMask instead. #from(2023.1)", true)]
public LightLayerEnum lightLayerMask
{
get { return m_LightLayerMask; }
set { m_LightLayerMask = value; }
}
// The layer(s) used for shadow casting.
[Obsolete("This is obsolete, please use m_RenderingLayerMask instead. #from(2023.1)", false)] [SerializeField]
LightLayerEnum m_ShadowLayerMask = LightLayerEnum.LightLayerDefault;
///
/// The layer(s) for shadow.
///
[Obsolete("This is obsolete, please use shadowRenderingLayerMask instead. #from(2023.1)", true)]
public LightLayerEnum shadowLayerMask
{
get { return m_ShadowLayerMask; }
set { m_ShadowLayerMask = value; }
}
[SerializeField]
[Obsolete("This is obsolete, please use m_RenderingLayersMask instead. #from(6000.2)", false)]
uint m_RenderingLayers = 1;
[SerializeField]
[Obsolete("This is obsolete, please use renderingLayersMask instead. #from(6000.2)", false)]
uint m_ShadowRenderingLayers = 1;
}
}