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40 lines
1.4 KiB
40 lines
1.4 KiB
using System;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// This defines which ray casting technique should be used.
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/// </summary>
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public enum RayCastingMode
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{
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/// <summary>
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/// When selected, ray marching is used to evaluate ray intersections.
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/// </summary>
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[InspectorName("Ray Marching")]
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RayMarching = 1 << 0,
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/// <summary>
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/// When selected, ray tracing is used to evaluate ray intersections.
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/// </summary>
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[InspectorName("Ray Tracing")]
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RayTracing = 1 << 1,
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/// <summary>
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/// When selected, both ray marching and ray tracing are used to evaluate ray intersections.
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/// </summary>
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[InspectorName("Mixed")]
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Mixed = 1 << 2,
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that holds a <see cref="RayCastingMode"/> value.
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/// </summary>
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[Serializable]
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public sealed class RayCastingModeParameter : VolumeParameter<RayCastingMode>
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{
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/// <summary>
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/// Creates a new <see cref="RayCastingModeParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public RayCastingModeParameter(RayCastingMode value, bool overrideState = false) : base(value, overrideState) { }
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}
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}
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