Unityで[Render Settings]から、fogやら影の色やら設定してお洒落な感じに設定できていたのがUnity5になって場所が移動したとのこと
"Edit>Scene render setting" menu missing in unity 5
Unity4まで
[Edit]->[Render Settings]
Unity5から
[Window]->[Lighting]
Unity5からのデフォルトシーンのSkyboxの設定とかもここで設定されている模様
昔の青いデフォルトシーンに戻りたい人も[Lighting]をいじりましょう
Render Settings的な設定画面を復活させることも可能(以下手順)
1. Assets/Editor/MyRenderSettings.csでファイル作成
2. 中身かく
using UnityEngine; using UnityEngine.Rendering; using UnityEditor; [InitializeOnLoad] public class MyRenderSettings : EditorWindow { [MenuItem("Window/Render Settings Temp Fix")] static void Init () { MyRenderSettings renderSettings = (MyRenderSettings)EditorWindow.GetWindow (typeof(MyRenderSettings)); } AmbientMode ambientMode { get { return RenderSettings.ambientMode; } set { RenderSettings.ambientMode = value; } } Color ambientLight { get { return RenderSettings.ambientLight; } set { RenderSettings.ambientLight = value; } } Color ambientSkyColor { get { return RenderSettings.ambientSkyColor; } set { RenderSettings.ambientSkyColor = value; } } Color ambientEquatorColor { get { return RenderSettings.ambientEquatorColor; } set { RenderSettings.ambientEquatorColor = value; } } Color ambientGroundColor { get { return RenderSettings.ambientGroundColor; } set { RenderSettings.ambientGroundColor = value; } } float ambientSkyboxAmount { get { return RenderSettings.ambientIntensity; } set { RenderSettings.ambientIntensity = value; } } SphericalHarmonicsL2 ambientProbe { get { return RenderSettings.ambientProbe; } set { RenderSettings.ambientProbe = value; } } DefaultReflectionMode defaultReflectionMode { get { return RenderSettings.defaultReflectionMode; } set { RenderSettings.defaultReflectionMode = value; } } Cubemap customReflection { get { return RenderSettings.customReflection; } set { RenderSettings.customReflection = value; } } float flareFadeSpeed { get { return RenderSettings.flareFadeSpeed; } set { RenderSettings.flareFadeSpeed = value; } } float flareStrength { get { return RenderSettings.flareStrength; } set { RenderSettings.flareStrength = value; } } bool fog { get { return RenderSettings.fog; } set { RenderSettings.fog = value; } } FogMode fogMode { get { return RenderSettings.fogMode; } set { RenderSettings.fogMode = value; } } Color fogColor { get { return RenderSettings.fogColor; } set { RenderSettings.fogColor = value; } } float fogDensity { get { return RenderSettings.fogDensity; } set { RenderSettings.fogDensity = value; } } float fogStartDistance { get { return RenderSettings.fogStartDistance; } set { RenderSettings.fogStartDistance = value; } } float fogEndDistance { get { return RenderSettings.fogEndDistance; } set { RenderSettings.fogEndDistance = value; } } float haloStrength { get { return RenderSettings.haloStrength; } set { RenderSettings.haloStrength = value; } } Material skybox { get { return RenderSettings.skybox; } set { RenderSettings.skybox = value; } } void OnGUI () { GUILayout.Label ("Ambient and skybox", EditorStyles.boldLabel); ambientMode = (AmbientMode)EditorGUILayout.EnumPopup ("Ambient Mode", ambientMode); ambientLight = EditorGUILayout.ColorField ("Ambient Light Color", ambientLight); ambientSkyColor = EditorGUILayout.ColorField ("Ambient Sky Color", ambientSkyColor); ambientEquatorColor = EditorGUILayout.ColorField ("Ambient Equator Color", ambientEquatorColor); ambientGroundColor = EditorGUILayout.ColorField ("Ambient Ground Color", ambientGroundColor); ambientSkyboxAmount = EditorGUILayout.FloatField ("Ambient Skybox Amount", ambientSkyboxAmount); //ambientProbe = (SphericalHarmonicsL2)EditorGUILayout.ObjectField(ambientProbe, typeof(SphericalHarmonicsL2), true); //Doesnt seem t0o work, skipped this haloStrength = EditorGUILayout.FloatField ("Halo Strength", haloStrength); skybox = (Material)EditorGUILayout.ObjectField ("Skybox", skybox, typeof(Material), true); GUILayout.Label ("Reflection", EditorStyles.boldLabel); defaultReflectionMode = (DefaultReflectionMode)EditorGUILayout.EnumPopup ("Default Reflection Mode", defaultReflectionMode); customReflection = (Cubemap)EditorGUILayout.ObjectField ("Custom Reflection", customReflection, typeof(Cubemap), true); GUILayout.Label ("Flare", EditorStyles.boldLabel); flareFadeSpeed = EditorGUILayout.FloatField ("Flare Fade Speed", flareFadeSpeed); flareStrength = EditorGUILayout.FloatField ("Flare Strength", flareStrength); GUILayout.Label ("Fog", EditorStyles.boldLabel); fog = EditorGUILayout.Toggle ("Fog enabled", fog); fogMode = (FogMode)EditorGUILayout.EnumPopup ("Fog Mode", fogMode); fogColor = EditorGUILayout.ColorField ("Fog Color", fogColor); fogDensity = EditorGUILayout.FloatField ("Fog Density", fogDensity); fogStartDistance = EditorGUILayout.FloatField ("Fog Start Distance", fogStartDistance); fogEndDistance = EditorGUILayout.FloatField ("Fog End Distance", fogEndDistance); } }
3.アクセスする
[Window]->[Render Settings Temp Fix]
それっぽいのできてる
- 作者: 尾関俊介
- 出版社/メーカー: Wiz Publishing
- 発売日: 2015/03/20
- メディア: Kindle版
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