using UnityEngine; namespace ProceduralWorlds.HDRPTOD { public class HDRPDefaultsProfile : ScriptableObject { #if HDPipeline && UNITY_2021_2_OR_NEWER public HDRPTimeOfDayProfile m_timeOfDayProfile; public HDRPTimeOfDayPostFXProfile m_postProcessingProfile; public HDRPTimeOfDayAmbientProfile m_ambientAudioProfile; [Range(0f, 24f)] public float m_startingTimeOfDay = 8f; [Range(0f, 360f)] public float m_startingDirection = 20f; [Range(-1f, 1f)] public float m_startingHorizonOffset = 0.1f; public Vector2 m_minMaxWeatherWaitTime = new Vector2(120f, 300f); /// /// Applies the defaults to the time of day /// /// public void ApplyDefaultsToTimeOfDay(HDRPTimeOfDay timeOfDay) { if (timeOfDay != null) { if (m_timeOfDayProfile != null) { timeOfDay.TimeOfDayProfile = m_timeOfDayProfile; } if (m_postProcessingProfile != null) { timeOfDay.TimeOfDayPostFxProfile = m_postProcessingProfile; } if (m_ambientAudioProfile != null) { timeOfDay.AudioProfile = m_ambientAudioProfile; } timeOfDay.TimeOfDay = m_startingTimeOfDay; timeOfDay.DirectionY = m_startingDirection; timeOfDay.TimeOfDayProfile.TimeOfDayData.m_horizonOffset = m_startingHorizonOffset; timeOfDay.m_randomWeatherTimer = m_minMaxWeatherWaitTime; } } #endif } }