using System; using UnityEngine; [Serializable] public class setupVertexLitShader : MonoBehaviour { public Color VertexLitTranslucencyColor; public int VertexLitWaveScale; public int VertexLitDetailDistance; public setupVertexLitShader() { VertexLitTranslucencyColor = new Color(0.73f, 0.85f, 0.4f, 1f); VertexLitWaveScale = 2; VertexLitDetailDistance = 60; } public virtual void Start() { Shader.SetGlobalColor("_VertexLitTranslucencyColor", VertexLitTranslucencyColor); Shader.SetGlobalFloat("_VertexLitWaveScale", VertexLitWaveScale); float[] array = new float[32]; array[9] = VertexLitDetailDistance; Camera.main.layerCullDistances = array; } public virtual void Update() { if (Input.GetKeyDown("1")) { Camera.main.renderingPath = RenderingPath.Forward; } if (Input.GetKeyDown("2")) { Camera.main.renderingPath = RenderingPath.DeferredLighting; } if (Input.GetKeyDown("3")) { GameObject gameObject = GameObject.Find("01 Sun"); gameObject.transform.Rotate(Vector3.up * 30f, Space.World); } } public virtual void Main() { } }