using System;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// This defines the order in which the fall backs are used if a ray tracing misses.
///
[GenerateHLSL]
public enum RayTracingFallbackHierachy
{
///
/// When selected, ray tracing will fall back on reflection probes (if any) then on the sky.
///
[InspectorName("Reflection Probes and Sky")]
ReflectionProbesAndSky = 0x03,
///
/// When selected, ray tracing will fall back on reflection probes (if any).
///
[InspectorName("Reflection Probes")]
ReflectionProbes = 0x02,
///
/// When selected, ray tracing will fall back on the sky.
///
[InspectorName("Sky")]
Sky = 0x01,
///
/// When selected, ray tracing will return a black color.
///
[InspectorName("None")]
None = 0x00,
}
///
/// A that holds a value.
///
[Serializable]
public sealed class RayTracingFallbackHierachyParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public RayTracingFallbackHierachyParameter(RayTracingFallbackHierachy value, bool overrideState = false) : base(value, overrideState) { }
}
}