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using UnityEngine.Rendering.HighDefinition;
using System;
namespace UnityEngine.Rendering
{
[RequireComponent(typeof(Light))]
[Obsolete("This component will be removed in the future, it's content have been moved to HDAdditionalLightData. #from(2021.1)")]
[ExecuteAlways]
class AdditionalShadowData : MonoBehaviour
{
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.customResolution instead. #from(2021.1)")]
[UnityEngine.Serialization.FormerlySerializedAs("shadowResolution")]
internal int customResolution = HDAdditionalLightData.k_DefaultShadowResolution;
[SerializeField]
[Range(0.0f, 1.0f)]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowDimmer instead. #from(2021.1)")]
internal float shadowDimmer = 1.0f;
[SerializeField]
[Range(0.0f, 1.0f)]
[Obsolete("Obsolete, use HDAdditionalLightData.volumetricShadowDimmer instead. #from(2021.1)")]
internal float volumetricShadowDimmer = 1.0f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowFadeDistance instead. #from(2021.1)")]
internal float shadowFadeDistance = 10000.0f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.contactShadows instead. #from(2021.1)")]
internal bool contactShadows = false;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowTint instead. #from(2021.1)")]
internal Color shadowTint = Color.black;
// bias control
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.normalBias instead. #from(2021.1)")]
internal float normalBias = 0.75f;
[SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowUpdateMode instead. #from(2021.1)")]
internal ShadowUpdateMode shadowUpdateMode = ShadowUpdateMode.EveryFrame;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeRatios instead. #from(2021.1)")]
internal float[] shadowCascadeRatios = new float[3] { 0.05f, 0.2f, 0.3f };
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowCascadeBorders instead. #from(2021.1)")]
internal float[] shadowCascadeBorders = new float[4] { 0.2f, 0.2f, 0.2f, 0.2f };
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowAlgorithm instead. #from(2021.1)")]
internal int shadowAlgorithm = 0;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowVariant instead. #from(2021.1)")]
internal int shadowVariant = 0;
[HideInInspector, SerializeField]
[Obsolete("Obsolete, use HDAdditionalLightData.shadowPrecision instead. #from(2021.1)")]
internal int shadowPrecision = 0;
}
}