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