using UnityEngine; [ExecuteInEditMode] [RequireComponent(typeof(MeshFilter))] [RequireComponent(typeof(MeshRenderer))] public class LightRays2D : LightRays2DAbstract { private MeshRenderer mr; [HideInInspector] public int sortingLayer; private int _sortingLayer; [HideInInspector] public int orderInLayer; private int _orderInLayer; protected override void GetReferences() { mr = GetComponent(); } protected override Material GetMaterial() { return mr.sharedMaterial; } protected override void Update() { base.Update(); if (sortingLayer != _sortingLayer || orderInLayer != _orderInLayer) { mr.sortingLayerID = sortingLayer; mr.sortingOrder = orderInLayer; _sortingLayer = sortingLayer; _orderInLayer = orderInLayer; } } protected override void ApplyMaterial(Material material) { } }