mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-11-22 22:07:59 +01:00
59 lines
1.6 KiB
C#
59 lines
1.6 KiB
C#
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using UnityEngine;
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using System.Collections;
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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 = false;
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[Range(0, 2)]
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public int innerOcclusionLayers = 1;
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public bool infiniteBounces = true;
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[Range(0.01f, 1.0f)]
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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(1, 128)]
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public int cones = 13;
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[Range(1, 32)]
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public int coneTraceSteps = 8;
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[Range(0.1f, 2.0f)]
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public float coneLength = 1.0f;
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[Range(0.5f, 6.0f)]
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public float coneWidth = 6.0f;
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[Range(0.0f, 4.0f)]
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public float coneTraceBias = 0.63f;
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[Range(0.0f, 4.0f)]
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public float occlusionStrength = 1.0f;
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[Range(0.0f, 4.0f)]
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public float nearOcclusionStrength = 0.0f;
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[Range(0.001f, 4.0f)]
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public float occlusionPower = 1.0f;
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[Range(0.0f, 4.0f)]
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public float nearLightGain = 1.0f;
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[Range(0.0f, 4.0f)]
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public float giGain = 1.0f;
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[Range(0.0f, 2.0f)]
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public float secondaryBounceGain = 1.0f;
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[Range(12, 128)]
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public int reflectionSteps = 64;
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[Range(0.001f, 4.0f)]
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public float reflectionOcclusionPower = 1.0f;
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[Range(0.0f, 1.0f)]
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public float skyReflectionIntensity = 1.0f;
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public bool gaussianMipFilter = false;
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[Range(0.1f, 4.0f)]
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public float farOcclusionStrength = 1.0f;
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[Range(0.1f, 4.0f)]
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public float farthestOcclusionStrength = 1.0f;
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[Range(3, 16)]
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public int secondaryCones = 6;
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[Range(0.1f, 4.0f)]
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public float secondaryOcclusionStrength = 1.0f;
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}
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