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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;
}
}
}