using System; namespace UnityEngine.Rendering.HighDefinition { [Serializable] [SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))] [Categorization.CategoryInfo(Name = "Miscellaneous", Order = 100)] [Categorization.ElementInfo(Order = 40)] class SpecularFadeSettings : IRenderPipelineGraphicsSettings { #region Version internal enum Version : int { Initial = 0, } [SerializeField][HideInInspector] private Version m_Version; /// Current version. public int version => (int)m_Version; #endregion bool IRenderPipelineGraphicsSettings.isAvailableInPlayerBuild => true; #region SerializeFields [SerializeField] [InspectorName("Specular Fade")] [Tooltip("When enabled, specular values below 2% will be gradually faded to suppress specular lighting completely. Do note that this behavior is NOT physically correct.")] private bool m_SpecularFade; #endregion #region Data Accessors /// /// When enabled, specular values below 2% will be gradually faded to suppress specular lighting completely. Do note that this behavior is NOT physically correct. /// public bool enabled { get => m_SpecularFade; set => this.SetValueAndNotify(ref m_SpecularFade, value); } #endregion } }