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}