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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;
/// <summary>Current version.</summary>
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
/// <summary>
/// When enabled, specular values below 2% will be gradually faded to suppress specular lighting completely. Do note that this behavior is NOT physically correct.
/// </summary>
public bool enabled
{
get => m_SpecularFade;
set => this.SetValueAndNotify(ref m_SpecularFade, value);
}
#endregion
}
}