forked from BilalY/Rasagar
114 lines
5.7 KiB
C#
114 lines
5.7 KiB
C#
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using UnityEditor.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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namespace UnityEditor.Rendering.HighDefinition
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{
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class SerializedLightingQualitySettings
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{
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public SerializedProperty root;
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// AO
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public SerializedProperty AOStepCount;
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public SerializedProperty AOFullRes;
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public SerializedProperty AOMaximumRadiusPixels;
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public SerializedProperty AODirectionCount;
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public SerializedProperty AOBilateralUpsample;
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// Ray Traced Ambient Occlusion
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public SerializedProperty RTAORayLength;
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public SerializedProperty RTAOSampleCount;
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public SerializedProperty RTAODenoise;
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public SerializedProperty RTAODenoiserRadius;
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// Contact Shadows
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public SerializedProperty ContactShadowSampleCount;
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// SSR
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public SerializedProperty SSRMaxRaySteps;
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// Ray Traced reflections
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public SerializedProperty RTRMinSmoothness;
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public SerializedProperty RTRSmoothnessFadeStart;
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public SerializedProperty RTRRayLength;
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public SerializedProperty RTRFullResolution;
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public SerializedProperty RTRRayMaxIterations;
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public SerializedProperty RTRDenoise;
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public SerializedProperty RTRDenoiserRadiusDimmer;
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public SerializedProperty RTRDenoiserAntiFlicker;
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// Ray Traced Global Illumination
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public SerializedProperty RTGIRayLength;
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public SerializedProperty RTGIFullResolution;
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public SerializedProperty RTGIRaySteps;
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public SerializedProperty RTGIDenoise;
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public SerializedProperty RTGIHalfResDenoise;
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public SerializedProperty RTGIDenoiserRadius;
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public SerializedProperty RTGISecondDenoise;
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// Screen Space Global Illumination
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public SerializedProperty SSGIRaySteps;
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public SerializedProperty SSGIDenoise;
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public SerializedProperty SSGIHalfResDenoise;
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public SerializedProperty SSGIDenoiserRadius;
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public SerializedProperty SSGISecondDenoise;
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// Fog
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public SerializedProperty VolumetricFogBudget;
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public SerializedProperty VolumetricFogRatio;
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public SerializedLightingQualitySettings(SerializedProperty root)
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{
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this.root = root;
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// AO
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AOStepCount = root.Find((GlobalLightingQualitySettings s) => s.AOStepCount);
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AOFullRes = root.Find((GlobalLightingQualitySettings s) => s.AOFullRes);
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AOMaximumRadiusPixels = root.Find((GlobalLightingQualitySettings s) => s.AOMaximumRadiusPixels);
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AODirectionCount = root.Find((GlobalLightingQualitySettings s) => s.AODirectionCount);
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AOBilateralUpsample = root.Find((GlobalLightingQualitySettings s) => s.AOBilateralUpsample);
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// RTAO
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RTAORayLength = root.Find((GlobalLightingQualitySettings s) => s.RTAORayLength);
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RTAOSampleCount = root.Find((GlobalLightingQualitySettings s) => s.RTAOSampleCount);
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RTAODenoise = root.Find((GlobalLightingQualitySettings s) => s.RTAODenoise);
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RTAODenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.RTAODenoiserRadius);
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// Contact Shadows
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ContactShadowSampleCount = root.Find((GlobalLightingQualitySettings s) => s.ContactShadowSampleCount);
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// SSR
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SSRMaxRaySteps = root.Find((GlobalLightingQualitySettings s) => s.SSRMaxRaySteps);
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// Ray Traced reflections
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RTRMinSmoothness = root.Find((GlobalLightingQualitySettings s) => s.RTRMinSmoothness);
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RTRSmoothnessFadeStart = root.Find((GlobalLightingQualitySettings s) => s.RTRSmoothnessFadeStart);
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RTRRayLength = root.Find((GlobalLightingQualitySettings s) => s.RTRRayLength);
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RTRFullResolution = root.Find((GlobalLightingQualitySettings s) => s.RTRFullResolution);
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RTRRayMaxIterations = root.Find((GlobalLightingQualitySettings s) => s.RTRRayMaxIterations);
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RTRDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTRDenoise);
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RTRDenoiserRadiusDimmer = root.Find((GlobalLightingQualitySettings s) => s.RTRDenoiserRadiusDimmer);
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RTRDenoiserAntiFlicker = root.Find((GlobalLightingQualitySettings s) => s.RTRDenoiserAntiFlicker);
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// Ray Traced Global Illumination
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RTGIRayLength = root.Find((GlobalLightingQualitySettings s) => s.RTGIRayLength);
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RTGIFullResolution = root.Find((GlobalLightingQualitySettings s) => s.RTGIFullResolution);
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RTGIRaySteps = root.Find((GlobalLightingQualitySettings s) => s.RTGIRaySteps);
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RTGIDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGIDenoise);
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RTGIHalfResDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGIHalfResDenoise);
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RTGIDenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.RTGIDenoiserRadius);
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RTGISecondDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGISecondDenoise);
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// Screen Space Global Illumination
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SSGIRaySteps = root.Find((GlobalLightingQualitySettings s) => s.SSGIRaySteps);
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SSGIDenoise = root.Find((GlobalLightingQualitySettings s) => s.SSGIDenoise);
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SSGIHalfResDenoise = root.Find((GlobalLightingQualitySettings s) => s.SSGIHalfResDenoise);
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SSGIDenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.SSGIDenoiserRadius);
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SSGISecondDenoise = root.Find((GlobalLightingQualitySettings s) => s.SSGISecondDenoise);
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// Fog
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VolumetricFogBudget = root.Find((GlobalLightingQualitySettings s) => s.Fog_Budget);
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VolumetricFogRatio = root.Find((GlobalLightingQualitySettings s) => s.Fog_DepthRatio);
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}
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}
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}
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