﻿Changelog:
1.7.8 (2016/4/26)	-	Add lightsabre prefab and demo scene
					-	Add lightning glow texture property to script
1.7.7 (2016/4/24)	-	Add start and end position overload functions for call lightning in ThunderAndLightning script.
1.7.6 (2016/4/19)	-	Fix start and end variance with particle system emission
					-	Improve cache cleanup of lightning bolts and renderers
1.7.5 (2016/4/18)	-	Added count range probability to reduce the chance that additional bolts are emitted.
1.7.4 (2016/4/10)	-	Tweak ThunderAndLightning script to use the standard prefab and add a Y value parameter. Other code refactoring.
1.7.3 (2016/3/24)	-	Added 'CompensateForParentTransform' to the lightning bolt script. Use this if your positions, scaling or rotation messes up the lightning.
					-	Added CameraMode parameter to LightningBoltScript. This replaces the "AllowOrthographicMode" parameter.
1.7.2	-	Added demo scene to show how to trigger lightning manually with a list of points
1.7.1	-	Fixed crash when deploying path lightning to a build
		-	Multiple bug fixes for ThunderAndLightning script (null reference errors, cloud only lightning not working, etc.)
		-	Add Unity 4 and Unity 5.0-5.2.X support
1.7		-	Added mesh lightning. Lightning tries to follow the shape of a mesh using the triangles.
1.6		-	Added 5 spells for 3D mode - force lightning, lightning beam, lightning ball, charged bolt and lightning whip
		-	Make the lightning mesh bounds more accurate to help eliminate culling errors
1.5.1	-	Added source and destination blend modes to lightning bolt script
1.5		-	Added spline lightning prefab. Great for curving lightning through points.
		-	Added lightning whip prefab to show using spline lightning with physics.
		-	Refactored lightning generation code. LightningBoltParameters now has a Generator property that can be set to a specific generator for ease of creating specialized lightning. There are two generators built in now, one for regular lightning and one for path/spline. You can easily add your own too.
		-	The number of forks created more closely matches the forkedness parameter, where a value of 1.0 means every segment forks
		-	Add fork length parameters to script to adjust how long forks can be
		-	Removed square billboard glow shader and legacy shader
1.4.10	-	Lighting works in 2D mode by setting the Z position of lights to the camera z position
1.4.9	-	Added sort layer and order in sort layer properties to lightning bolt script
		-	Use new mesh calls that take Lists to greatly reduce garbage collection
		-	Glow width multiplier and intensity are now stored in z and w of texcoord, eliminating the need for a separate list for those values
1.4.8	-	Added manual / automatic property to lightning bolt prefab script. Set ManualMode to true and call the Trigger method if you want to trigger the lightning yourself, rather than using the interval property. In this case, interval is ignored.
1.4.7	-   Added a camera property to lightning bolt script. Default is current, or main camera if current is null. You are still responsible for setting the culling mask appropriately on your cameras.
1.4.6	-	Added render queue parameter to lightning bolt script
1.4.5	-	Added a turbulence parameters to the lightning bolt script. See DemoSceneLightningField for an example.
1.4.4	-	Added world space vs. local space option in LightningBoltScript.cs. Default is world space. If you switch to local space, the start and end of the lightning bolt are assumed to be relative to the parent game object.
1.4.3	-	Fixed issues when reloading or changing levels. Sometimes lightning wouldn't render and disposed objects left over from the previous level would get accessed. This should be fixed.
1.4.2	-	Added parameter to LightningBoltScript that allows lightning to be limited in appearance by the current quality setting.
1.4.1	-	At the top of LightningBoltScript.cs is an option to turn on "unsafe" mode. This allows assigning the lightning bolt geometry to the mesh without having to copy the array. This setting only works in deployed builds and not in the player.
1.4		-	Bug fixes.
		-	You can specify point light intervals for your path lightning - useful for great lighting indoors.
1.3		-	Added a bunch of prefabs for shape lightning, chain / path lightning and more with demo scenes.
		-	Improved lightning bolt batching. Use CreateLightningBolts (plural) on LightningBoltScript to batch all bolts into one draw call.
		-	Lightning bolt script allows easily changing the glow and tint color, as well as texture without fussing with materials.
		-	10 new lightning bolt textures.
		-	Scene view shows gizmos for building lightning paths for better visualization - see DemoScenePath.
		-	Disabled legacy line renderer. It is still there, but #if'd out. I would suggest avoiding using this as I will probably delete
			it in a future version. The CPU usage and draw calls are terrible for this mode.
1.2		-	Bug fixes.
1.1		-	Added an option to render lightning with a mesh that cuts down on the number of draw calls and CPU usage significantly.
1.0.2	-	Fixed a display glitch with multiple bolts and very short duration.
1.0.1	-	Added web player link.
1.0		-	Initial release.