Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedLightingQualitySettings.cs
2024-08-26 23:07:20 +03:00

114 lines
5.7 KiB
C#

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