/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; namespace Oculus.Interaction.Demo { /// /// Supplies the 'main' directionl light properties to the BasicPBR shader /// public class BasicPBRGlobals : MonoBehaviour { [SerializeField] private Light _mainlight; private void Update() { UpateShaderGlobals(); } private void UpateShaderGlobals() { Light light = _mainlight; bool hasLight = light && light.isActiveAndEnabled; Shader.SetGlobalVector("_BasicPBRLightDir", hasLight ? light.transform.forward : Vector3.down); Shader.SetGlobalColor("_BasicPBRLightColor", hasLight ? light.color : Color.black); } } }