if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
}
+
+ /// <summary>
+ /// Make the light enable shadow for this light or not.
+ /// NUI.Scene3D generates shadow by using shadow map.
+ /// For the Directional Light, the shadow map is created to cover view frustum of current selected camera.
+ /// This means that if the distance between the near and far planes is too large,
+ /// the shadow map has to cover an unnecessarily large area. This results in lower shadow quality.
+ /// </summary>
+ /// <remarks>
+ /// This light should be already turned on in the SceneView.
+ /// (When true) If there is previous light already enabled shadow in the SceneView, this function call is ignored.
+ /// (When false, and this light is currently used for shader)
+ /// If there are other lights those are turned on and shadow enabled, one of the light will be used for shadow automatically.
+ /// </remarks>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowEnabled
+ {
+ get
+ {
+
+ bool isEnabled = Interop.Light.IsShadowEnabled(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isEnabled;
+ }
+ set
+ {
+ Interop.Light.EnableShadow(SwigCPtr, value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ }
+
+ /// <summary>
+ /// Make the shadow edge soften or not.
+ /// Basically the shadow is hard shadow that has sharp edge.
+ /// This method enables soft filtering to make the sharp edge to smoothing.
+ /// </summary>
+ /// <remarks>
+ /// This soft filtering requires expensive computation power.
+ /// </remarks>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public bool IsShadowSoftFilteringEnabled
+ {
+ get
+ {
+
+ bool isEnabled = Interop.Light.IsShadowSoftFilteringEnabled(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return isEnabled;
+ }
+ set
+ {
+ Interop.Light.EnableShadowSoftFiltering(SwigCPtr, value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ }
+
+ /// <summary>
+ /// Sets and gets shadow intensity.
+ /// If the intensity is larger, the shadow area will be darker.
+ /// The intensity value is between [0, 1].
+ /// Default value is 0.5
+ /// </summary>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public float ShadowIntensity
+ {
+ get
+ {
+
+ float shadowIntensity = Interop.Light.GetShadowIntensity(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return shadowIntensity;
+ }
+ set
+ {
+ Interop.Light.SetShadowIntensity(SwigCPtr, value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ }
+
+ /// <summary>
+ /// Sets and gets shadow bias.
+ /// Shadow bias is an offset value to remove shadow acne that is a visual artifact can be shown on the Shadow
+ /// Default value is 0.001
+ /// </summary>
+ // This will be public opened after ACR done. (Before ACR, need to be hidden as Inhouse API)
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public float ShadowBias
+ {
+ get
+ {
+
+ float shadowBias = Interop.Light.GetShadowBias(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ return shadowBias;
+ }
+ set
+ {
+ Interop.Light.SetShadowBias(SwigCPtr, value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ }
}
}