Skip to content

Instantly share code, notes, and snippets.

Embed
What would you like to do?
using UnityEngine;
public static class CameraExtensions {
public static void LayerCullingShow(this Camera cam, int layerMask) {
cam.cullingMask |= layerMask;
}
public static void LayerCullingShow(this Camera cam, string layer) {
LayerCullingShow(cam, 1 << LayerMask.NameToLayer(layer));
}
public static void LayerCullingHide(this Camera cam, int layerMask) {
cam.cullingMask &= ~layerMask;
}
public static void LayerCullingHide(this Camera cam, string layer) {
LayerCullingHide(cam, 1 << LayerMask.NameToLayer(layer));
}
public static void LayerCullingToggle(this Camera cam, int layerMask) {
cam.cullingMask ^= layerMask;
}
public static void LayerCullingToggle(this Camera cam, string layer) {
LayerCullingToggle(cam, 1 << LayerMask.NameToLayer(layer));
}
public static bool LayerCullingIncludes(this Camera cam, int layerMask) {
return (cam.cullingMask & layerMask) > 0;
}
public static bool LayerCullingIncludes(this Camera cam, string layer) {
return LayerCullingIncludes(cam, 1 << LayerMask.NameToLayer(layer));
}
public static void LayerCullingToggle(this Camera cam, int layerMask, bool isOn) {
bool included = LayerCullingIncludes(cam, layerMask);
if (isOn && !included) {
LayerCullingShow(cam, layerMask);
} else if (!isOn && included) {
LayerCullingHide(cam, layerMask);
}
}
public static void LayerCullingToggle(this Camera cam, string layer, bool isOn) {
LayerCullingToggle(cam, 1 << LayerMask.NameToLayer(layer), isOn);
}
}
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Reload to refresh your session.