73 lines
3.3 KiB
C#
73 lines
3.3 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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/// Recursive Rendering Volume Component.
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/// This component setups recursive rendering.
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/// </summary>
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[Serializable, VolumeComponentMenu("Ray Tracing/Recursive Rendering")]
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[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
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[HDRPHelpURL("Ray-Tracing-Recursive-Rendering")]
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public sealed class RecursiveRendering : VolumeComponent
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{
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/// <summary>
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/// Enables recursive rendering.
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/// </summary>
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[Tooltip("Enable. Enables recursive rendering.")]
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public BoolParameter enable = new BoolParameter(false, BoolParameter.DisplayType.EnumPopup);
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/// <summary>
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/// Layer mask used to include the objects for recursive rendering.
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/// </summary>
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[Tooltip("Layer Mask. Layer mask used to include the objects for recursive rendering.")]
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public LayerMaskParameter layerMask = new LayerMaskParameter(-1);
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/// <summary>
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/// Defines the maximal recursion for rays.
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/// </summary>
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[Tooltip("Max Depth. Defines the maximal recursion for rays.")]
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public ClampedIntParameter maxDepth = new ClampedIntParameter(4, 1, 10);
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/// <summary>
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/// This defines the maximal travel distance of rays in meters.
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/// </summary>
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public MinFloatParameter rayLength = new MinFloatParameter(10.0f, 0.0f);
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/// <summary>
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/// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.
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/// </summary>
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[Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")]
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public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
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/// <summary>
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/// Controls which sources are used to fallback on when the traced ray misses.
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/// </summary>
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[AdditionalProperty]
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[Tooltip("Controls which sources are used to fallback on when the traced ray misses.")]
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public RayTracingFallbackHierachyParameter rayMiss = new RayTracingFallbackHierachyParameter(RayTracingFallbackHierachy.ReflectionProbesAndSky);
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/// <summary>
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/// Controls the fallback hierarchy for lighting the last bounce.
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/// </summary>
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[AdditionalProperty]
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[Tooltip("Controls the fallback hierarchy for lighting the last bounce.")]
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public RayTracingFallbackHierachyParameter lastBounce = new RayTracingFallbackHierachyParameter(RayTracingFallbackHierachy.ReflectionProbesAndSky);
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/// <summary>
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/// Controls the dimmer applied to the ambient and legacy light probes.
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/// </summary>
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[Tooltip("Controls the dimmer applied to the ambient and legacy light probes.")]
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[AdditionalProperty]
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public ClampedFloatParameter ambientProbeDimmer = new ClampedFloatParameter(1.0f, 0.0f, 1.0f);
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/// <summary>
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/// Default constructor for the recursive rendering volume component.
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/// </summary>
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public RecursiveRendering()
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{
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displayName = "Recursive Rendering";
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}
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}
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}
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