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using System;
namespace UnityEngine.Rendering.HighDefinition
{
[Serializable]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
[Categorization.CategoryInfo(Name = "Miscellaneous", Order = 100)]
[Categorization.ElementInfo(Order = 0)]
class AnalyticDerivativeSettings : 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("Analytic Derivative Emulation (experimental)")]
[Tooltip("When enabled, imported shaders will use analytic derivatives for their Forward and GBuffer pass. This is a developer-only feature for testing.")]
private bool m_AnalyticDerivativeEmulation = false;
[SerializeField]
[InspectorName("Analytic Derivative Debug Output (experimental)")]
[Tooltip("When enabled, output detailed logs of the analytic derivative parser. This is a developer-only feature for testing.")]
private bool m_AnalyticDerivativeDebugOutput = false;
#endregion
#region Data Accessors
/// <summary>
/// When enabled, imported shaders will use analytic derivatives for their Forward and GBuffer pass. This is a developer-only feature for testing.
/// </summary>
public bool emulation
{
get => m_AnalyticDerivativeEmulation;
set => this.SetValueAndNotify(ref m_AnalyticDerivativeEmulation, value);
}
/// <summary>
/// When enabled, output detailed logs of the analytic derivative parser. This is a developer-only feature for testing.
/// </summary>
public bool debugOutput
{
get => m_AnalyticDerivativeDebugOutput;
set => this.SetValueAndNotify(ref m_AnalyticDerivativeDebugOutput, value);
}
#endregion
}
}