using UnityEngine.Serialization; namespace UnityEngine.Rendering.HighDefinition { public partial class InfluenceVolume { //editor value that need to be saved for easy passing from simplified to advanced and vice et versa // /!\ must not be used outside editor code [SerializeField, FormerlySerializedAs("editorAdvancedModeBlendDistancePositive")] Vector3 m_EditorAdvancedModeBlendDistancePositive; [SerializeField, FormerlySerializedAs("editorAdvancedModeBlendDistanceNegative")] Vector3 m_EditorAdvancedModeBlendDistanceNegative; [SerializeField, FormerlySerializedAs("editorSimplifiedModeBlendDistance")] float m_EditorSimplifiedModeBlendDistance; [SerializeField, FormerlySerializedAs("editorAdvancedModeBlendNormalDistancePositive")] Vector3 m_EditorAdvancedModeBlendNormalDistancePositive; [SerializeField, FormerlySerializedAs("editorAdvancedModeBlendNormalDistanceNegative")] Vector3 m_EditorAdvancedModeBlendNormalDistanceNegative; [SerializeField, FormerlySerializedAs("editorSimplifiedModeBlendNormalDistance")] float m_EditorSimplifiedModeBlendNormalDistance; [SerializeField, FormerlySerializedAs("editorAdvancedModeEnabled")] bool m_EditorAdvancedModeEnabled; [SerializeField] Vector3 m_EditorAdvancedModeFaceFadePositive = Vector3.one; [SerializeField] Vector3 m_EditorAdvancedModeFaceFadeNegative = Vector3.one; } }