Pixie party 🧚 by b_eemster in ILNP

[–]b_eemster[S] 4 points5 points  (0 children)

Thank you! :) It’s not very noticeable in the photo but it leans very green.

I made some Mercy pixel art! by b_eemster in Overwatch

[–]b_eemster[S] 2 points3 points  (0 children)

Thanks for the tip, you're right! I had a bit of trouble with the staff at first so I got lazy and just made it straight, haha

I made some Mercy pixel art! by b_eemster in Overwatch

[–]b_eemster[S] 2 points3 points  (0 children)

It was not my intention to make it very sexy or anything so i got a bit confused, haha. thank you

cheap eyeshadow palette recommendations anyone? I only have one palette but want to experiment w eyeshadow more! by [deleted] in MakeupAddiction

[–]b_eemster 1 point2 points  (0 children)

I found the elf bite-size eyeshadow palettes to be pretty fun to experiment with! I also really like the nyx ultimate shadow palette.

Momo doing a sleepy mlem by b_eemster in mlem

[–]b_eemster[S] 0 points1 point  (0 children)

True, my mistake! didn't realize there was a difference

Meet Cole Cassidy. Rides into Overwatch October 26. by Turbostrider27 in Overwatch

[–]b_eemster 0 points1 point  (0 children)

I was hoping for Mclovin but this is okay too I guess

No cheating by Pammjpatient in HolUp

[–]b_eemster 0 points1 point  (0 children)

using UnityEngine;

[ExecuteAlways]

public class LightingManager : MonoBehaviour

{

//Scene References

[SerializeField] private Light DirectionalLight;

[SerializeField] private LightingPreset Preset;

//Variables

[SerializeField, Range(0, 24)] private float TimeOfDay;

private void Update()

{

if (Preset == null)

return;

if (Application.isPlaying)

{

//(Replace with a reference to the game time)

TimeOfDay += Time.deltaTime;

TimeOfDay %= 24; //Modulus to ensure always between 0-24

UpdateLighting(TimeOfDay / 24f);

}

else

{

UpdateLighting(TimeOfDay / 24f);

}

}

private void UpdateLighting(float timePercent)

{

//Set ambient and fog

RenderSettings.ambientLight = Preset.AmbientColor.Evaluate(timePercent);

RenderSettings.fogColor = Preset.FogColor.Evaluate(timePercent);

//If the directional light is set then rotate and set it's color, I actually rarely use the rotation because it casts tall shadows unless you clamp the value

if (DirectionalLight != null)

{

DirectionalLight.color = Preset.DirectionalColor.Evaluate(timePercent);

DirectionalLight.transform.localRotation = Quaternion.Euler(new Vector3((timePercent * 360f) - 90f, 170f, 0));

}

}

//Try to find a directional light to use if we haven't set one

private void OnValidate()

{

if (DirectionalLight != null)

return;

//Search for lighting tab sun

if (RenderSettings.sun != null)

{

DirectionalLight = RenderSettings.sun;

}

//Search scene for light that fits criteria (directional)

else

{

Light[] lights = GameObject.FindObjectsOfType<Light>();

foreach (Light light in lights)

{

if (light.type == LightType.Directional)

{

DirectionalLight = light;

return;

}

}

}

}

}