A game about forced loneliness, made by TACStudios
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1using System; 2using UnityEngine.Serialization; 3using UnityEngine.Rendering; 4 5namespace UnityEngine.Rendering 6{ 7 /// <summary> 8 /// A <see cref="VolumeParameter"/> that holds a <see cref="APVLeakReductionMode"/> value. 9 /// </summary> 10 [Serializable] 11 public sealed class APVLeakReductionModeParameter : VolumeParameter<APVLeakReductionMode> 12 { 13 /// <summary> 14 /// Creates a new <see cref="APVLeakReductionModeParameter"/> instance. 15 /// </summary> 16 /// <param name="value">The initial value to store in the parameter.</param> 17 /// <param name="overrideState">The initial override state for the parameter.</param> 18 public APVLeakReductionModeParameter(APVLeakReductionMode value, bool overrideState = false) : base(value, overrideState) { } 19 } 20 21 /// <summary> 22 /// A volume component that holds settings for the Adaptive Probe Volumes System per-camera options. 23 /// </summary> 24 [Serializable, VolumeComponentMenu("Lighting/Adaptive Probe Volumes Options"), SupportedOnRenderPipeline] 25 public sealed class ProbeVolumesOptions : VolumeComponent 26 { 27 ProbeVolumesOptions() 28 { 29 displayName = "Adaptive Probe Volumes Options"; 30 } 31 32 /// <summary> 33 /// The overridden normal bias to be applied to the world position when sampling the Adaptive Probe Volumes data structure. Unit is meters. 34 /// </summary> 35 [Tooltip("The overridden normal bias to be applied to the world position when sampling the Adaptive Probe Volumes data structure. Unit is meters.")] 36 public ClampedFloatParameter normalBias = new ClampedFloatParameter(0.05f, 0.0f, 2.0f); 37 38 /// <summary> 39 /// A bias alongside the view vector to be applied to the world position when sampling the Adaptive Probe Volumes data structure. Unit is meters. 40 /// </summary> 41 [Tooltip("A bias alongside the view vector to be applied to the world position when sampling the Adaptive Probe Volumes data structure. Unit is meters.")] 42 public ClampedFloatParameter viewBias = new ClampedFloatParameter(0.1f, 0.0f, 2.0f); 43 44 /// <summary> 45 /// Whether to scale the bias for Adaptive Probe Volumes by the minimum distance between probes. 46 /// </summary> 47 [Tooltip("Whether to scale the bias for Adaptive Probe Volumes by the minimum distance between probes.")] 48 public BoolParameter scaleBiasWithMinProbeDistance = new BoolParameter(false); 49 50 /// <summary> 51 /// Noise to be applied to the sampling position. It can hide seams issues between subdivision levels, but introduces noise. 52 /// </summary> 53 [Tooltip("Noise to be applied to the sampling position. It can hide seams issues between subdivision levels, but introduces noise.")] 54 public ClampedFloatParameter samplingNoise = new ClampedFloatParameter(0.1f, 0.0f, 1.0f); 55 56 57 /// <summary> 58 /// Whether to animate the noise when TAA is enabled, smoothing potentially out the noise pattern introduced. 59 /// </summary> 60 [Tooltip("Whether to animate the noise when TAA is enabled. It can potentially remove the visible noise patterns.")] 61 public BoolParameter animateSamplingNoise = new BoolParameter(true); 62 63 /// <summary> 64 /// Method used to reduce leaks. 65 /// </summary> 66 [Tooltip("Method used to reduce leaks. Currently available modes are crude, but cheap methods.")] 67 public APVLeakReductionModeParameter leakReductionMode = new APVLeakReductionModeParameter(APVLeakReductionMode.Quality); 68 69 /// <summary> 70 /// This parameter isn't used anymore. 71 /// </summary> 72 [Obsolete("This parameter isn't used anymore.")] 73 public ClampedFloatParameter minValidDotProductValue = new ClampedFloatParameter(0.1f, -1.0f, 0.33f); 74 75 /// <summary> 76 /// When enabled, reflection probe normalization can only decrease the reflections intensity. 77 /// </summary> 78 [Tooltip("When enabled, reflection probe normalization can only decrease the reflection intensity.")] 79 public BoolParameter occlusionOnlyReflectionNormalization = new BoolParameter(true); 80 81 /// <summary> 82 /// Global probe volumes weight. Allows for fading out probe volumes influence falling back to ambient probe. 83 /// </summary> 84 [AdditionalProperty, Tooltip("Global probe volumes weight. Allows for fading out probe volumes influence falling back to ambient probe.")] 85 public ClampedFloatParameter intensityMultiplier = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); 86 87 /// <summary> 88 /// Multiplier applied on the sky lighting when using sky occlusion. 89 /// </summary> 90 [AdditionalProperty, Tooltip("Multiplier applied on the sky lighting when using sky occlusion.")] 91 public ClampedFloatParameter skyOcclusionIntensityMultiplier = new ClampedFloatParameter(1.0f, 0.0f, 5.0f); 92 93 /// <summary> 94 /// Offset applied at runtime to probe positions in world space. 95 /// </summary> 96 [AdditionalProperty, Tooltip("Offset applied at runtime to probe positions in world space.\nThis is not considered while baking.")] 97 public Vector3Parameter worldOffset = new Vector3Parameter(Vector3.zero); 98 } 99}