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