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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Projectiles
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{
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// This utility helps set correct scene lighting when multi-peer mode is used
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public sealed class RenderSettingsUpdater : MonoBehaviour
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{
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public Material Skybox;
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public Light Sun;
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public bool Fog;
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public FogMode FogMode;
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public Color FogColor;
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public float FogDensity;
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public float FogStartDistance;
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public float FogEndDistance;
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public AmbientMode AmbientMode;
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[ColorUsage(true, true)]
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public Color AmbientLight;
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public float AmbientIntensity;
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[ColorUsage(true, true)]
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public Color AmbientEquatorColor;
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[ColorUsage(true, true)]
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public Color AmbientGroundColor;
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[ColorUsage(true, true)]
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public Color AmbientSkyColor;
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public SphericalHarmonicsL2 AmbientProbe;
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public Color SubtractiveShadowColor;
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public float ReflectionIntensity;
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public int ReflectionBounces;
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public DefaultReflectionMode DefaultReflectionMode;
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public int DefaultReflectionResolution;
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public float HaloStrength;
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public float FlareStrength;
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public float FlareFadeSpeed;
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public void ApplySettings()
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{
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RenderSettings.skybox = Skybox;
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RenderSettings.sun = Sun;
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RenderSettings.fog = Fog;
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RenderSettings.fogMode = FogMode;
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RenderSettings.fogColor = FogColor;
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RenderSettings.fogDensity = FogDensity;
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RenderSettings.fogStartDistance = FogStartDistance;
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RenderSettings.fogEndDistance = FogEndDistance;
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RenderSettings.ambientMode = AmbientMode;
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RenderSettings.ambientLight = AmbientLight;
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RenderSettings.ambientIntensity = AmbientIntensity;
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RenderSettings.ambientEquatorColor = AmbientEquatorColor;
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RenderSettings.ambientGroundColor = AmbientGroundColor;
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RenderSettings.ambientSkyColor = AmbientSkyColor;
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RenderSettings.ambientProbe = AmbientProbe;
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RenderSettings.subtractiveShadowColor = SubtractiveShadowColor;
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RenderSettings.reflectionIntensity = ReflectionIntensity;
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RenderSettings.reflectionBounces = ReflectionBounces;
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RenderSettings.defaultReflectionMode = DefaultReflectionMode;
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RenderSettings.defaultReflectionResolution = DefaultReflectionResolution;
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RenderSettings.haloStrength = HaloStrength;
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RenderSettings.flareStrength = FlareStrength;
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RenderSettings.flareFadeSpeed = FlareFadeSpeed;
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}
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[ContextMenu("Load Settings")]
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public void LoadSettings()
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{
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Skybox = RenderSettings.skybox;
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Sun = RenderSettings.sun;
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Fog = RenderSettings.fog;
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FogMode = RenderSettings.fogMode;
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FogColor = RenderSettings.fogColor;
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FogDensity = RenderSettings.fogDensity;
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FogStartDistance = RenderSettings.fogStartDistance;
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FogEndDistance = RenderSettings.fogEndDistance;
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AmbientMode = RenderSettings.ambientMode;
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AmbientLight = RenderSettings.ambientLight;
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AmbientIntensity = RenderSettings.ambientIntensity;
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AmbientEquatorColor = RenderSettings.ambientEquatorColor;
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AmbientGroundColor = RenderSettings.ambientGroundColor;
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AmbientSkyColor = RenderSettings.ambientSkyColor;
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AmbientProbe = RenderSettings.ambientProbe;
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SubtractiveShadowColor = RenderSettings.subtractiveShadowColor;
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ReflectionIntensity = RenderSettings.reflectionIntensity;
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ReflectionBounces = RenderSettings.reflectionBounces;
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DefaultReflectionMode = RenderSettings.defaultReflectionMode;
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DefaultReflectionResolution = RenderSettings.defaultReflectionResolution;
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HaloStrength = RenderSettings.haloStrength;
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FlareStrength = RenderSettings.flareStrength;
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FlareFadeSpeed = RenderSettings.flareFadeSpeed;
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}
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}
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}
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