Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/SEGIPreset.cs
2026-03-04 10:03:45 +08:00

81 lines
1.5 KiB
C#

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;
}