using System;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// This defines which ray casting technique should be used.
///
public enum RayCastingMode
{
///
/// When selected, ray marching is used to evaluate ray intersections.
///
[InspectorName("Ray Marching")]
RayMarching = 1 << 0,
///
/// When selected, ray tracing is used to evaluate ray intersections.
///
[InspectorName("Ray Tracing")]
RayTracing = 1 << 1,
///
/// When selected, both ray marching and ray tracing are used to evaluate ray intersections.
///
[InspectorName("Mixed")]
Mixed = 1 << 2,
}
///
/// A that holds a value.
///
[Serializable]
public sealed class RayCastingModeParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public RayCastingModeParameter(RayCastingMode value, bool overrideState = false) : base(value, overrideState) { }
}
}