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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;
}
}
}