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