r2mods/ilspy_dump/ror2_csproj/RenderSettingsState.cs

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C#
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2024-10-04 07:26:37 +00:00
using System;
using UnityEngine;
using UnityEngine.Rendering;
[Serializable]
public struct RenderSettingsState
{
public float haloStrength;
public int defaultReflectionResolution;
public DefaultReflectionMode defaultReflectionMode;
public int reflectionBounces;
public float reflectionIntensity;
public Texture customReflection;
public SphericalHarmonicsL2 ambientProbe;
public Light sun;
public Material skybox;
public Color subtractiveShadowColor;
public float flareStrength;
[ColorUsage(false, true)]
public Color ambientLight;
[ColorUsage(false, true)]
public Color ambientGroundColor;
[ColorUsage(false, true)]
public Color ambientEquatorColor;
[ColorUsage(false, true)]
public Color ambientSkyColor;
public AmbientMode ambientMode;
public float fogDensity;
[ColorUsage(true, false)]
public Color fogColor;
public FogMode fogMode;
public float fogEndDistance;
public float fogStartDistance;
public bool fog;
public float ambientIntensity;
public float flareFadeSpeed;
public static RenderSettingsState FromCurrent()
{
RenderSettingsState result = default(RenderSettingsState);
result.haloStrength = RenderSettings.haloStrength;
result.defaultReflectionResolution = RenderSettings.defaultReflectionResolution;
result.defaultReflectionMode = RenderSettings.defaultReflectionMode;
result.reflectionBounces = RenderSettings.reflectionBounces;
result.reflectionIntensity = RenderSettings.reflectionIntensity;
result.customReflection = RenderSettings.customReflection;
result.ambientProbe = RenderSettings.ambientProbe;
result.sun = RenderSettings.sun;
result.skybox = RenderSettings.skybox;
result.subtractiveShadowColor = RenderSettings.subtractiveShadowColor;
result.flareStrength = RenderSettings.flareStrength;
result.ambientLight = RenderSettings.ambientLight;
result.ambientGroundColor = RenderSettings.ambientGroundColor;
result.ambientEquatorColor = RenderSettings.ambientEquatorColor;
result.ambientSkyColor = RenderSettings.ambientSkyColor;
result.ambientMode = RenderSettings.ambientMode;
result.fogDensity = RenderSettings.fogDensity;
result.fogColor = RenderSettings.fogColor;
result.fogMode = RenderSettings.fogMode;
result.fogEndDistance = RenderSettings.fogEndDistance;
result.fogStartDistance = RenderSettings.fogStartDistance;
result.fog = RenderSettings.fog;
result.ambientIntensity = RenderSettings.ambientIntensity;
result.flareFadeSpeed = RenderSettings.flareFadeSpeed;
return result;
}
public void Apply()
{
RenderSettings.haloStrength = haloStrength;
RenderSettings.defaultReflectionResolution = defaultReflectionResolution;
RenderSettings.defaultReflectionMode = defaultReflectionMode;
RenderSettings.reflectionBounces = reflectionBounces;
RenderSettings.reflectionIntensity = reflectionIntensity;
RenderSettings.customReflection = customReflection;
RenderSettings.ambientProbe = ambientProbe;
RenderSettings.sun = sun;
RenderSettings.skybox = skybox;
RenderSettings.subtractiveShadowColor = subtractiveShadowColor;
RenderSettings.flareStrength = flareStrength;
RenderSettings.ambientLight = ambientLight;
RenderSettings.ambientGroundColor = ambientGroundColor;
RenderSettings.ambientEquatorColor = ambientEquatorColor;
RenderSettings.ambientSkyColor = ambientSkyColor;
RenderSettings.ambientMode = ambientMode;
RenderSettings.fogDensity = fogDensity;
RenderSettings.fogColor = fogColor;
RenderSettings.fogMode = fogMode;
RenderSettings.fogEndDistance = fogEndDistance;
RenderSettings.fogStartDistance = fogStartDistance;
RenderSettings.fog = fog;
RenderSettings.ambientIntensity = ambientIntensity;
RenderSettings.flareFadeSpeed = flareFadeSpeed;
}
}