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using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// This defines which ray casting technique should be used.
/// </summary>
public enum RayCastingMode
{
/// <summary>
/// When selected, ray marching is used to evaluate ray intersections.
/// </summary>
[InspectorName("Ray Marching")]
RayMarching = 1 << 0,
/// <summary>
/// When selected, ray tracing is used to evaluate ray intersections.
/// </summary>
[InspectorName("Ray Tracing")]
RayTracing = 1 << 1,
/// <summary>
/// When selected, both ray marching and ray tracing are used to evaluate ray intersections.
/// </summary>
[InspectorName("Mixed")]
Mixed = 1 << 2,
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="RayCastingMode"/> value.
/// </summary>
[Serializable]
public sealed class RayCastingModeParameter : VolumeParameter<RayCastingMode>
{
/// <summary>
/// Creates a new <see cref="RayCastingModeParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public RayCastingModeParameter(RayCastingMode value, bool overrideState = false) : base(value, overrideState) { }
}
}