53 lines
1.3 KiB
C#
53 lines
1.3 KiB
C#
using UnityEngine;
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namespace UnityStandardAssets.Utility
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{
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public class DynamicShadowSettings : MonoBehaviour
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{
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public Light sunLight;
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public float minHeight = 10f;
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public float minShadowDistance = 80f;
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public float minShadowBias = 1f;
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public float maxHeight = 1000f;
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public float maxShadowDistance = 10000f;
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public float maxShadowBias = 0.1f;
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public float adaptTime = 1f;
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private float m_SmoothHeight;
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private float m_ChangeSpeed;
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private float m_OriginalStrength = 1f;
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private void Start()
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{
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m_OriginalStrength = sunLight.shadowStrength;
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}
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private void Update()
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{
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Ray ray = new Ray(Camera.main.transform.position, -Vector3.up);
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float num = base.transform.position.y;
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if (Physics.Raycast(ray, out var hitInfo))
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{
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num = hitInfo.distance;
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}
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if (Mathf.Abs(num - m_SmoothHeight) > 1f)
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{
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m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, num, ref m_ChangeSpeed, adaptTime);
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}
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float num2 = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight);
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QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, num2);
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sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1f - (1f - num2) * (1f - num2));
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sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0f, num2);
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}
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}
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}
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