using UnityEngine; using System.Collections; public class SEGICascadedPreset : ScriptableObject { public SEGICascaded.VoxelResolution voxelResolution = SEGICascaded.VoxelResolution.high; public bool voxelAA = false; [Range(0, 2)] public int innerOcclusionLayers = 1; public bool infiniteBounces = true; [Range(0.01f, 1.0f)] public float temporalBlendWeight = 0.15f; public bool useBilateralFiltering = true; public bool halfResolution = true; public bool stochasticSampling = true; public bool doReflections = true; [Range(1, 128)] public int cones = 13; [Range(1, 32)] public int coneTraceSteps = 8; [Range(0.1f, 2.0f)] public float coneLength = 1.0f; [Range(0.5f, 6.0f)] public float coneWidth = 6.0f; [Range(0.0f, 4.0f)] public float coneTraceBias = 0.63f; [Range(0.0f, 4.0f)] public float occlusionStrength = 1.0f; [Range(0.0f, 4.0f)] public float nearOcclusionStrength = 0.0f; [Range(0.001f, 4.0f)] public float occlusionPower = 1.0f; [Range(0.0f, 4.0f)] public float nearLightGain = 1.0f; [Range(0.0f, 4.0f)] public float giGain = 1.0f; [Range(0.0f, 2.0f)] public float secondaryBounceGain = 1.0f; [Range(12, 128)] public int reflectionSteps = 64; [Range(0.001f, 4.0f)] public float reflectionOcclusionPower = 1.0f; [Range(0.0f, 1.0f)] public float skyReflectionIntensity = 1.0f; public bool gaussianMipFilter = false; [Range(0.1f, 4.0f)] public float farOcclusionStrength = 1.0f; [Range(0.1f, 4.0f)] public float farthestOcclusionStrength = 1.0f; [Range(3, 16)] public int secondaryCones = 6; [Range(0.1f, 4.0f)] public float secondaryOcclusionStrength = 1.0f; }