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 [Obsolete("This is obsolete, please use m_RenderingLayerMask instead.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 /// [Obsolete("This is obsolete, please use renderingLayerMask instead.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 [Obsolete("This is obsolete, please use m_RenderingLayerMask instead.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 /// [Obsolete("This is obsolete, please use shadowRenderingLayerMask instead.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{ get { return m_ShadowLayerMask; } set { m_ShadowLayerMask = value; } } [SerializeField] [Obsolete("This is obsolete, please use m_RenderingLayersMask instead. #from(6000.2)", false)] uint m_RenderingLayers = 1; [SerializeField] [Obsolete("This is obsolete, please use renderingLayersMask instead.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; } }