using System; using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEditor.ShaderGraph; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { class LightingData : HDTargetData { [SerializeField] NormalDropOffSpace m_NormalDropOffSpace; public NormalDropOffSpace normalDropOffSpace { get => m_NormalDropOffSpace; set => m_NormalDropOffSpace = value; } [SerializeField] bool m_BlendPreserveSpecular = true; public bool blendPreserveSpecular { get => m_BlendPreserveSpecular; set => m_BlendPreserveSpecular = value; } [SerializeField] bool m_ReceiveDecals = true; public bool receiveDecals { get => m_ReceiveDecals; set => m_ReceiveDecals = value; } [SerializeField] bool m_ReceiveSSR = true; public bool receiveSSR { get => m_ReceiveSSR; set => m_ReceiveSSR = value; } [SerializeField] bool m_ReceiveSSRTransparent = false; public bool receiveSSRTransparent { get => m_ReceiveSSRTransparent; set => m_ReceiveSSRTransparent = value; } [SerializeField] bool m_SpecularAA; public bool specularAA { get => m_SpecularAA; set => m_SpecularAA = value; } // TODO: Was on HDLitMasterNode but seemingly replaced by a Port // [SerializeField] // float m_SpecularAAScreenSpaceVariance; // public float specularAAScreenSpaceVariance // { // get => m_SpecularAAScreenSpaceVariance; // set => m_SpecularAAScreenSpaceVariance = value; // } // TODO: Was on HDLitMasterNode but seemingly replaced by a Port // [SerializeField] // float m_SpecularAAThreshold; // public float specularAAThreshold // { // get => m_SpecularAAThreshold; // set => m_SpecularAAThreshold = value; // } [SerializeField] SpecularOcclusionMode m_SpecularOcclusionMode = SpecularOcclusionMode.FromAO; public SpecularOcclusionMode specularOcclusionMode { get => m_SpecularOcclusionMode; set => m_SpecularOcclusionMode = value; } [SerializeField] bool m_OverrideBakedGI; public bool overrideBakedGI { get => m_OverrideBakedGI; set => m_OverrideBakedGI = value; } } }