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