Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingFallbackHierarchy.cs

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2024-08-26 13:07:20 -07:00
using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// This defines the order in which the fall backs are used if a ray tracing misses.
/// </summary>
[GenerateHLSL]
public enum RayTracingFallbackHierachy
{
/// <summary>
/// When selected, ray tracing will fall back on reflection probes (if any) then on the sky.
/// </summary>
[InspectorName("Reflection Probes and Sky")]
ReflectionProbesAndSky = 0x03,
/// <summary>
/// When selected, ray tracing will fall back on reflection probes (if any).
/// </summary>
[InspectorName("Reflection Probes")]
ReflectionProbes = 0x02,
/// <summary>
/// When selected, ray tracing will fall back on the sky.
/// </summary>
[InspectorName("Sky")]
Sky = 0x01,
/// <summary>
/// When selected, ray tracing will return a black color.
/// </summary>
[InspectorName("None")]
None = 0x00,
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="RayTracingFallbackHierachy"/> value.
/// </summary>
[Serializable]
public sealed class RayTracingFallbackHierachyParameter : VolumeParameter<RayTracingFallbackHierachy>
{
/// <summary>
/// Creates a new <see cref="RayTracingFallbackHierachyParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public RayTracingFallbackHierachyParameter(RayTracingFallbackHierachy value, bool overrideState = false) : base(value, overrideState) { }
}
}