using System; using UnityEngine; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition.ShaderGraph { class HairData : HDTargetData { public enum MaterialType { Approximate, Physical, PhysicalCinematic } public enum DirectionalFractionMode { ScatteringData, ShadowMap } public enum ColorParameterization { BaseColor, Melanin, Absorption } public enum GeometryType { Cards, Strands } public enum CinematicSampleCount { Low, Medium, High, Ultra } [SerializeField] MaterialType m_MaterialType; public MaterialType materialType { get => m_MaterialType; set => m_MaterialType = value; } [SerializeField] DirectionalFractionMode m_DirectionalFractionMode; public DirectionalFractionMode directionalFractionMode { get => m_DirectionalFractionMode; set => m_DirectionalFractionMode = value; } [SerializeField] ColorParameterization m_ColorParameterization = ColorParameterization.BaseColor; public ColorParameterization colorParameterization { get => m_ColorParameterization; set => m_ColorParameterization = value; } [SerializeField] GeometryType m_GeometryType; public GeometryType geometryType { get => m_GeometryType; set => m_GeometryType = value; } [SerializeField] CinematicSampleCount m_EnvironmentSamples = CinematicSampleCount.Medium; public CinematicSampleCount environmentSamples { get => m_EnvironmentSamples; set => m_EnvironmentSamples = value; } [SerializeField] CinematicSampleCount m_AreaLightSamples = CinematicSampleCount.Medium; public CinematicSampleCount areaLightSamples { get => m_AreaLightSamples; set => m_AreaLightSamples = value; } } }