using System; using UnityEngine.Serialization; namespace UnityEngine.Rendering.HighDefinition { /// /// A volume component that holds the general settings for ray traced effects. /// [Serializable, VolumeComponentMenu("Ray Tracing/Ray Tracing Settings (Preview)")] public sealed class RayTracingSettings : VolumeComponent { /// /// Controls the bias for all real-time ray tracing effects. /// [Tooltip("Controls the bias for all real-time ray tracing effects.")] public ClampedFloatParameter rayBias = new ClampedFloatParameter(0.001f, 0.0f, 0.1f); /// /// Enables the override of the shadow culling. This increases the validity area of shadow maps outside of the frustum. /// [Tooltip("Enables the override of the shadow culling. This increases the validity area of shadow maps outside of the frustum.")] [FormerlySerializedAs("extendCulling")] public BoolParameter extendShadowCulling = new BoolParameter(false); /// /// Enables the override of the camera culling. This increases the validity area of animated skinned mesh that are outside of the frustum.. /// [Tooltip("Enables the override of the camera culling. This increases the validity area of animated skinned mesh that are outside of the frustum.")] public BoolParameter extendCameraCulling = new BoolParameter(false); /// /// Controls the maximal ray length for ray traced shadows. /// [Tooltip("Controls the maximal ray length for ray traced directional shadows.")] public MinFloatParameter directionalShadowRayLength = new MinFloatParameter(1000.0f, 0.01f); /// /// Controls the fallback directional shadow value that is used when the point to shade is outside of the cascade. /// [Tooltip("Controls the fallback directional shadow value that is used when the point to shade is outside of the cascade.")] public ClampedFloatParameter directionalShadowFallbackIntensity = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); /// /// Default constructor for the ray tracing settings volume component. /// public RayTracingSettings() { displayName = "Ray Tracing Settings (Preview)"; } } }