using System; namespace UnityEngine.Rendering.HighDefinition { /// /// This defines the order in which the fall backs are used if a screen space global illumination ray misses. /// [GenerateHLSL] public enum RayMarchingFallbackHierarchy { /// /// 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 /// value. /// [Serializable] public sealed class RayMarchingFallbackHierarchyParameter : VolumeParameter { /// /// Creates a new instance. /// /// The initial value to store in the parameter. /// The initial override state for the parameter. public RayMarchingFallbackHierarchyParameter(RayMarchingFallbackHierarchy value, bool overrideState = false) : base(value, overrideState) { } } }