using UnityEngine; [ExecuteInEditMode] [AddComponentMenu("UBER/Apply Light for Deferred")] public class UBER_applyLightForDeferred : MonoBehaviour { public Light lightForSelfShadowing; private Renderer _renderer; private void Start() { Reset(); } private void Reset() { if ((bool)GetComponent() && lightForSelfShadowing == null) { lightForSelfShadowing = GetComponent(); } if ((bool)GetComponent() && _renderer == null) { _renderer = GetComponent(); } } private void Update() { if (!lightForSelfShadowing) { return; } if ((bool)_renderer) { if (lightForSelfShadowing.type == LightType.Directional) { for (int i = 0; i < _renderer.sharedMaterials.Length; i++) { _renderer.sharedMaterials[i].SetVector("_WorldSpaceLightPosCustom", -lightForSelfShadowing.transform.forward); } } else { for (int j = 0; j < _renderer.materials.Length; j++) { _renderer.sharedMaterials[j].SetVector("_WorldSpaceLightPosCustom", new Vector4(lightForSelfShadowing.transform.position.x, lightForSelfShadowing.transform.position.y, lightForSelfShadowing.transform.position.z, 1f)); } } } else if (lightForSelfShadowing.type == LightType.Directional) { Shader.SetGlobalVector("_WorldSpaceLightPosCustom", -lightForSelfShadowing.transform.forward); } else { Shader.SetGlobalVector("_WorldSpaceLightPosCustom", new Vector4(lightForSelfShadowing.transform.position.x, lightForSelfShadowing.transform.position.y, lightForSelfShadowing.transform.position.z, 1f)); } } }