Hi
I just updated ti unity 5 , I was trying to acess the render setting menu but i couldn’t find it in the edit menu
any idea why
The Render Settings logic has changed a bit.
To find the settings you will need to go to “Windows | Lighting” and go to the Scene tab,
There you will find the Ambient & Fog settings as well as some new features.
Same here, might have been the latest update, using beta 14?
Made a ugly temporary fix for you and anyone else who needs it, me included.
Sorry for it being as long as it is, but it works.
Add to “Assets/Editor/MyRenderSettings.cs”
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.ambientSkyboxAmount; }
set { RenderSettings.ambientSkyboxAmount = 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);
}
}