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using System;
using UnityEngine;
namespace UnityStandardAssets.Utility
{
public class DynamicShadowSettings : MonoBehaviour
{
public Light sunLight;
public float minHeight = 10;
public float minShadowDistance = 80;
public float minShadowBias = 1;
public float maxHeight = 1000;
public float maxShadowDistance = 10000;
public float maxShadowBias = 0.1f;
public float adaptTime = 1;
private float m_SmoothHeight;
private float m_ChangeSpeed;
private float m_OriginalStrength = 1;
private void Start()
{
m_OriginalStrength = sunLight.shadowStrength;
}
// Update is called once per frame
private void Update()
{
Ray ray = new Ray(Camera.main.transform.position, -Vector3.up);
RaycastHit hit;
float height = transform.position.y;
if (Physics.Raycast(ray, out hit))
{
height = hit.distance;
}
if (Mathf.Abs(height - m_SmoothHeight) > 1)
{
m_SmoothHeight = Mathf.SmoothDamp(m_SmoothHeight, height, ref m_ChangeSpeed, adaptTime);
}
float i = Mathf.InverseLerp(minHeight, maxHeight, m_SmoothHeight);
QualitySettings.shadowDistance = Mathf.Lerp(minShadowDistance, maxShadowDistance, i);
sunLight.shadowBias = Mathf.Lerp(minShadowBias, maxShadowBias, 1 - ((1 - i)*(1 - i)));
sunLight.shadowStrength = Mathf.Lerp(m_OriginalStrength, 0, i);
}
}
}