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