Files
Project-M/Packages/com.shadercrew.the-toon-shader.core/Scripts/Runtime/Demo/ChangeLightIntensityRP.cs
T
kronic e362aaeb43 Import art/VFX asset packs + game-feel systems; normalize texture extensions to lowercase for LFS
Add BefourStudios SciFi environment packs, Gabriel Aguiar VFX, and the
ShaderCrew Toon Shader embedded packages, plus combat/enemy/wave/death
gameplay systems and supporting vault docs/screenshots.

Rename 11 vendor textures from uppercase .PNG/.HDR to lowercase so the
case-sensitive Git LFS filters (*.png/*.hdr) match on case-sensitive
filesystems (Linux CI, case-sensitive macOS), not just locally where
core.ignorecase=true masks the gap. Each .meta moved with its asset so
GUID references are preserved. All ~1000 binaries tracked via LFS.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-02 22:50:43 -07:00

47 lines
1.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static ShaderCrew.TheToonShader.ShaderUtils;
namespace ShaderCrew.TheToonShader
{
[ExecuteInEditMode]
public class ChangeLightIntensityRP : MonoBehaviour
{
// Start is called before the first frame update
private Light light;
private float originalIntensity;
public float intensityBiRP = 1f;
public float intensityURP = 60f;
protected RenderPipelineOptions rp = RenderPipelineOptions.NONE;
void Start()
{
light = GetComponent<Light>();
if (light != null)
{
if (rp == RenderPipelineOptions.NONE)
{
rp = getCurrentRenderPipeline();
}
if (rp == RenderPipelineOptions.URP)
{
light.intensity = intensityURP;
}
else
{
light.intensity = intensityBiRP;
}
}
}
// Update is called once per frame
void Update()
{
}
}
}