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62 lines
2.6 KiB
62 lines
2.6 KiB
using UnityEngine.Rendering;
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namespace UnityEditor.Rendering
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{
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internal class SerializedProbeAdjustmentVolume
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{
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internal SerializedProperty shape;
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internal SerializedProperty size;
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internal SerializedProperty radius;
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internal SerializedProperty mode;
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internal SerializedProperty intensityScale;
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internal SerializedProperty overriddenDilationThreshold;
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internal SerializedProperty virtualOffsetRotation;
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internal SerializedProperty virtualOffsetDistance;
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internal SerializedProperty virtualOffsetThreshold;
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internal SerializedProperty geometryBias;
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internal SerializedProperty rayOriginBias;
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internal SerializedProperty skyDirection;
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internal SerializedProperty directSampleCount;
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internal SerializedProperty indirectSampleCount;
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internal SerializedProperty sampleCountMultiplier;
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internal SerializedProperty maxBounces;
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internal SerializedProperty skyOcclusionSampleCount;
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internal SerializedProperty skyOcclusionMaxBounces;
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internal SerializedProperty renderingLayerMaskOperation;
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internal SerializedProperty renderingLayerMask;
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internal SerializedProbeAdjustmentVolume(SerializedObject obj)
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{
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var o = new PropertyFetcher<ProbeAdjustmentVolume>(obj);
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shape = o.Find(x => x.shape);
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size = o.Find(x => x.size);
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radius = o.Find(x => x.radius);
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mode = o.Find(x => x.mode);
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intensityScale = o.Find(x => x.intensityScale);
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overriddenDilationThreshold = o.Find(x => x.overriddenDilationThreshold);
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virtualOffsetRotation = o.Find(x => x.virtualOffsetRotation);
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virtualOffsetDistance = o.Find(x => x.virtualOffsetDistance);
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virtualOffsetThreshold = o.Find(x => x.virtualOffsetThreshold);
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geometryBias = o.Find(x => x.geometryBias);
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rayOriginBias = o.Find(x => x.rayOriginBias);
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skyDirection = o.Find(x => x.skyDirection);
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directSampleCount = o.Find(x => x.directSampleCount);
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indirectSampleCount = o.Find(x => x.indirectSampleCount);
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sampleCountMultiplier = o.Find(x => x.sampleCountMultiplier);
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maxBounces = o.Find(x => x.maxBounces);
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skyOcclusionSampleCount = o.Find(x => x.skyOcclusionSampleCount);
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skyOcclusionMaxBounces = o.Find(x => x.skyOcclusionMaxBounces);
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renderingLayerMaskOperation = o.Find(x => x.renderingLayerMaskOperation);
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renderingLayerMask = o.Find(x => x.renderingLayerMask);
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}
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}
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}
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