using UnityEngine; public class SEGIPreset : ScriptableObject { public SEGI.VoxelResolution voxelResolution = SEGI.VoxelResolution.high; public bool voxelAA; [Range(0f, 2f)] public int innerOcclusionLayers = 1; public bool infiniteBounces = true; [Range(0.01f, 1f)] public float temporalBlendWeight = 0.15f; public bool useBilateralFiltering = true; public bool halfResolution = true; public bool stochasticSampling = true; public bool doReflections = true; [Range(1f, 128f)] public int cones = 13; [Range(1f, 32f)] public int coneTraceSteps = 8; [Range(0.1f, 2f)] public float coneLength = 1f; [Range(0.5f, 6f)] public float coneWidth = 6f; [Range(0f, 4f)] public float coneTraceBias = 0.63f; [Range(0f, 4f)] public float occlusionStrength = 1f; [Range(0f, 4f)] public float nearOcclusionStrength; [Range(0.001f, 4f)] public float occlusionPower = 1f; [Range(0f, 4f)] public float nearLightGain = 1f; [Range(0f, 4f)] public float giGain = 1f; [Range(0f, 2f)] public float secondaryBounceGain = 1f; [Range(12f, 128f)] public int reflectionSteps = 64; [Range(0.001f, 4f)] public float reflectionOcclusionPower = 1f; [Range(0f, 1f)] public float skyReflectionIntensity = 1f; public bool gaussianMipFilter; [Range(0.1f, 4f)] public float farOcclusionStrength = 1f; [Range(0.1f, 4f)] public float farthestOcclusionStrength = 1f; [Range(3f, 16f)] public int secondaryCones = 6; [Range(0.1f, 4f)] public float secondaryOcclusionStrength = 1f; }