A game about forced loneliness, made by TACStudios
1using UnityEngine.Serialization; 2 3namespace UnityEngine.Rendering 4{ 5 /// <summary> 6 /// The available options for range reduction/tonemapping when outputting to an HDR device. 7 /// </summary> 8 [GenerateHLSL] 9 public enum HDRRangeReduction 10 { 11 /// <summary> 12 /// No range reduction. 13 /// </summary> 14 None, 15 /// <summary> 16 /// Reinhard tonemapping. 17 /// </summary> 18 Reinhard, 19 /// <summary> 20 /// BT2390 Hermite spline EETF range reduction. 21 /// </summary> 22 BT2390, 23 /// <summary> 24 /// ACES tonemapping preset for 1000 nits displays. 25 /// </summary> 26 ACES1000Nits, 27 /// <summary> 28 /// ACES tonemapping preset for 2000 nits displays. 29 /// </summary> 30 ACES2000Nits, 31 /// <summary> 32 /// ACES tonemapping preset for 4000 nits displays. 33 /// </summary> 34 ACES4000Nits 35 } 36 37 /// <summary> 38 /// The available options for colorspace when outputting to an HDR device. 39 /// </summary> 40 [GenerateHLSL] 41 public enum HDRColorspace 42 { 43 /// <summary> 44 /// Rec709 color primaries with D65 white point. 45 /// </summary> 46 Rec709, 47 /// <summary> 48 /// Rec2020 color primaries with D65 white point. 49 /// </summary> 50 Rec2020, 51 /// <summary> 52 /// P3 color primaries with D65 white point. 53 /// </summary> 54 P3D65 55 } 56 57 /// <summary> 58 /// The available options for color encoding when outputting to an HDR device. 59 /// </summary> 60 [GenerateHLSL] 61 public enum HDREncoding 62 { 63 /// <summary> 64 /// Linear OETF. 65 /// </summary> 66 Linear = TransferFunction.Linear, 67 /// <summary> 68 /// ST 2084 PQ OETF 69 /// </summary> 70 PQ = TransferFunction.PQ, 71 /// <summary> 72 /// Gamma 2.2 OETF. 73 /// </summary> 74 Gamma22 = TransferFunction.Gamma22, 75 /// <summary> 76 /// sRGB curve OETF. 77 /// </summary> 78 sRGB = TransferFunction.sRGB 79 } 80}