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SEGIPreset.cs
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SEGIPreset.cs
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using UnityEngine;
using System.Collections;
public class SEGIPreset : ScriptableObject
{
public SEGI.VoxelResolution voxelResolution = SEGI.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;
}