110 lines
3.1 KiB
C#
110 lines
3.1 KiB
C#
using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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// Token: 0x02000074 RID: 116
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[ExecuteInEditMode]
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[RequireComponent(typeof(Light))]
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public class CopyShadows : MonoBehaviour
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{
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// Token: 0x06000B8A RID: 2954 RVA: 0x000DFDDA File Offset: 0x000DDFDA
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private void OnEnable()
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{
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this.lightComponent = base.GetComponent<Light>();
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this.SetupCommandBuffer();
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}
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// Token: 0x06000B8B RID: 2955 RVA: 0x000DFDEE File Offset: 0x000DDFEE
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private void OnDisable()
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{
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this.lightComponent.RemoveCommandBuffer(LightEvent.AfterShadowMap, this.commandBuffer);
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this.lightComponent.RemoveCommandBuffer(LightEvent.AfterScreenspaceMask, this.commandBuffer2);
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this.ReleaseCommandBuffer();
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}
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// Token: 0x06000B8C RID: 2956 RVA: 0x000DFE1C File Offset: 0x000DE01C
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private void Update()
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{
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if (this.tex == null || this.w != (float)Screen.width || this.h != (float)Screen.height)
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{
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if (this.tex != null)
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{
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this.tex.Release();
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}
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this.w = (float)Screen.width;
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this.h = (float)Screen.height;
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this.tex = new RenderTexture(Screen.width, Screen.height, 24, RenderTextureFormat.ARGB32);
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this.reset = true;
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}
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if (this.reset)
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{
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this.OnDisable();
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this.OnEnable();
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this.reset = false;
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}
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float num = 0f;
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if (Links.x && Links.x.diorama && Links.x.cameraEffects.indoors)
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{
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num = 1f;
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}
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Shader.SetGlobalFloat("_UsePointLight", num);
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}
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// Token: 0x06000B8D RID: 2957 RVA: 0x000DFF04 File Offset: 0x000DE104
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private void SetupCommandBuffer()
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{
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this.commandBuffer = new CommandBuffer();
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RenderTargetIdentifier renderTargetIdentifier = BuiltinRenderTextureType.CurrentActive;
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this.commandBuffer.SetGlobalTexture(this.textureSemanticName, renderTargetIdentifier);
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this.lightComponent.AddCommandBuffer(LightEvent.AfterShadowMap, this.commandBuffer);
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this.commandBuffer2 = new CommandBuffer();
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RenderTargetIdentifier renderTargetIdentifier2 = BuiltinRenderTextureType.CurrentActive;
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this.commandBuffer2.Blit(renderTargetIdentifier2, this.tex, this.material);
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this.commandBuffer2.SetGlobalTexture(this.textureSemanticName2, this.tex);
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this.lightComponent.AddCommandBuffer(LightEvent.AfterScreenspaceMask, this.commandBuffer2);
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}
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// Token: 0x06000B8E RID: 2958 RVA: 0x000DFFA4 File Offset: 0x000DE1A4
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private void ReleaseCommandBuffer()
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{
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this.commandBuffer2.Clear();
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this.commandBuffer.Clear();
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}
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// Token: 0x0400119D RID: 4509
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public string textureSemanticName = "_EnvironmentShadows";
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// Token: 0x0400119E RID: 4510
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public string textureSemanticName2 = "_EnvironmentShadowsScreenSpace";
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// Token: 0x0400119F RID: 4511
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public bool reset;
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// Token: 0x040011A0 RID: 4512
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private CommandBuffer commandBuffer;
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// Token: 0x040011A1 RID: 4513
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private CommandBuffer commandBuffer2;
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// Token: 0x040011A2 RID: 4514
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private Light lightComponent;
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// Token: 0x040011A3 RID: 4515
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public RenderTexture tex;
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// Token: 0x040011A4 RID: 4516
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public RenderTexture pointLightTexture;
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// Token: 0x040011A5 RID: 4517
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public Material material;
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// Token: 0x040011A6 RID: 4518
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private float w;
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// Token: 0x040011A7 RID: 4519
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private float h;
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// Token: 0x040011A8 RID: 4520
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public Transform pointLight;
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}
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