using System; using UnityEngine; [Serializable] public class LightShaftsSettings { [Tooltip("Use light shafts?")] public bool lightShafts = true; [Tooltip("Lightshafts resolution quality setting.")] [Header("Quality Settings")] public EnviroLightShafts.SunShaftsResolution resolution = EnviroLightShafts.SunShaftsResolution.Normal; [Tooltip("Lightshafts blur mode.")] public EnviroLightShafts.ShaftsScreenBlendMode screenBlendMode; [Tooltip("Use cameras depth to hide lightshafts?")] public bool useDepthTexture = true; [Tooltip("Color gradient for lightshafts based on current time. 0h - 24h")] [Header("Intensity Settings")] public Gradient lighShaftsColor; [Tooltip("Treshhold gradient for lightshafts based on current time. This will influence lightshafts intensity! 0h - 24h")] public Gradient thresholdColor; [Tooltip("Radius of blurring applied.")] public float blurRadius = 2.5f; [Tooltip("Global Lightshafts intensity.")] public float intensity = 1.15f; [Tooltip("Lightshafts maximum radius.")] public float maxRadius = 0.75f; [Tooltip("The Enviro Lightshaft material.")] [Header("Materials")] public Material lightShaftsMaterial; [Tooltip("The Enviro Lightshaft clearing material.")] public Material clearMaterial; }