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Separate lighting scenario data in a scriptable object
This will ease the work on bringing compatibility with lighting scenario data in separate assets and asset bundles while not changing the workflow yet.
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Laurent
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Mar 23, 2021
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commit 8851200
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14 changes: 14 additions & 0 deletions
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Packages/LightingTools.LightmapSwitcher/Runtime/LightingScenarioData.cs
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using UnityEngine; | ||
|
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[CreateAssetMenu(fileName = "LightingScenario", menuName = "Lighting/Lighting Scenario Data")] | ||
public class LightingScenarioData : ScriptableObject | ||
{ | ||
public string sceneName; | ||
public LevelLightmapData.RendererInfo[] rendererInfos; | ||
public Texture2D[] lightmaps; | ||
public Texture2D[] lightmapsDir; | ||
public Texture2D[] shadowMasks; | ||
public LightmapsMode lightmapsMode; | ||
public UnityEngine.Rendering.SphericalHarmonicsL2[] lightProbes; | ||
public bool hasRealtimeLights; | ||
} |
11 changes: 11 additions & 0 deletions
11
Packages/LightingTools.LightmapSwitcher/Runtime/LightingScenarioData.cs.meta
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