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71
Assets/ThirdParty/PostProcessing/Runtime/Models/AmbientOcclusionModel.cs
vendored
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71
Assets/ThirdParty/PostProcessing/Runtime/Models/AmbientOcclusionModel.cs
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using System;
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namespace UnityEngine.PostProcessing
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{
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[Serializable]
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public class AmbientOcclusionModel : PostProcessingModel
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{
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public enum SampleCount
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{
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Lowest = 3,
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Low = 6,
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Medium = 10,
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High = 16
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}
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[Serializable]
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public struct Settings
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{
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[Range(0, 4), Tooltip("Degree of darkness produced by the effect.")]
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public float intensity;
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[Min(1e-4f), Tooltip("Radius of sample points, which affects extent of darkened areas.")]
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public float radius;
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[Tooltip("Number of sample points, which affects quality and performance.")]
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public SampleCount sampleCount;
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[Tooltip("Halves the resolution of the effect to increase performance at the cost of visual quality.")]
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public bool downsampling;
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[Tooltip("Forces compatibility with Forward rendered objects when working with the Deferred rendering path.")]
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public bool forceForwardCompatibility;
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[Tooltip("Enables the ambient-only mode in that the effect only affects ambient lighting. This mode is only available with the Deferred rendering path and HDR rendering.")]
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public bool ambientOnly;
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[Tooltip("Toggles the use of a higher precision depth texture with the forward rendering path (may impact performances). Has no effect with the deferred rendering path.")]
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public bool highPrecision;
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public static Settings defaultSettings
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{
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get
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{
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return new Settings
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{
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intensity = 1f,
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radius = 0.3f,
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sampleCount = SampleCount.Medium,
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downsampling = true,
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forceForwardCompatibility = false,
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ambientOnly = false,
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highPrecision = false
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};
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}
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}
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}
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[SerializeField]
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Settings m_Settings = Settings.defaultSettings;
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public Settings settings
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{
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get { return m_Settings; }
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set { m_Settings = value; }
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}
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public override void Reset()
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{
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m_Settings = Settings.defaultSettings;
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}
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}
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}
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