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LightController_v1.cs
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LightController_v1.cs
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using UnityEngine;
public class LightController : MonoBehaviour
{
private CustomLight light1;
private CustomLight light2;
void Start()
{
// Instantiate two lights
light1 = new CustomLight("light/PointLight");
light2 = new CustomLight("light/PointLight");
// Set initial positions, rotations, intensities, and shadows
light1.SetPosition(0f, 1.5f, 0f);
light1.SetRotation(0f, 180f, 0f); // Rotate 180 degrees around Y-axis to flip
light1.SetIntensity(4f);
light1.EnableShadows();
light2.SetPosition(-1f, 0f, 0.5f);
light2.SetRotation(0f, 180f, 0f); // Rotate 180 degrees around Y-axis to flip
light2.SetIntensity(10f);
light2.EnableShadows();
}
public class CustomLight
{
public GameObject LightGameObject { get; private set; }
public UnityEngine.Light SceneLight { get; private set; }
public CustomLight(string prefabPath)
{
// Load the light prefab from Resources
GameObject lightPrefab = Resources.Load<GameObject>(prefabPath);
if (lightPrefab == null)
{
Debug.LogError("Failed to load light prefab from Resources.");
return;
}
// Instantiate the light game object
LightGameObject = Object.Instantiate(lightPrefab, Vector3.zero, Quaternion.identity);
// Get the Light component
SceneLight = LightGameObject.GetComponent<UnityEngine.Light>();
if (SceneLight == null)
{
Debug.LogError("Light component not found on the instantiated prefab.");
}
}
public void SetPosition(float x, float y, float z)
{
LightGameObject.transform.position = new Vector3(x, y, z);
}
public void SetRotation(float x, float y, float z)
{
LightGameObject.transform.rotation = Quaternion.Euler(x, y, z);
}
public void SetIntensity(float intensity)
{
if (SceneLight != null)
{
SceneLight.intensity = intensity;
}
}
public void EnableShadows()
{
if (SceneLight != null)
{
SceneLight.shadows = LightShadows.Soft; // You can choose Soft or Hard shadows
SceneLight.shadowStrength = 1f; // Adjust shadow strength if needed
SceneLight.shadowBias = 0.05f; // Adjust shadow bias if needed
SceneLight.shadowNormalBias = 0.4f; // Adjust shadow normal bias if needed
}
}
}
}