using System; namespace UnityEngine.Rendering.HighDefinition { internal enum CameraProjection { Perspective, Orthographic }; /// Obsolete [Flags] [Obsolete] internal enum ObsoleteCaptureSettingsOverrides { //CubeResolution = 1 << 0, //PlanarResolution = 1 << 1, /// Obsolete ClearColorMode = 1 << 2, /// Obsolete BackgroundColorHDR = 1 << 3, /// Obsolete ClearDepth = 1 << 4, /// Obsolete CullingMask = 1 << 5, /// Obsolete UseOcclusionCulling = 1 << 6, /// Obsolete VolumeLayerMask = 1 << 7, /// Obsolete VolumeAnchorOverride = 1 << 8, /// Obsolete Projection = 1 << 9, /// Obsolete NearClip = 1 << 10, /// Obsolete FarClip = 1 << 11, /// Obsolete FieldOfview = 1 << 12, /// Obsolete OrphographicSize = 1 << 13, /// Obsolete RenderingPath = 1 << 14, //Aperture = 1 << 15, //ShutterSpeed = 1 << 16, //Iso = 1 << 17, /// Obsolete ShadowDistance = 1 << 18, } /// Obsolete [Serializable] [Obsolete] internal class ObsoleteCaptureSettings { /// Obsolete public static ObsoleteCaptureSettings @default = new ObsoleteCaptureSettings(); /// Obsolete public ObsoleteCaptureSettingsOverrides overrides; /// Obsolete public HDAdditionalCameraData.ClearColorMode clearColorMode = HDAdditionalCameraData.ClearColorMode.Sky; /// Obsolete [ColorUsage(true, true)] public Color backgroundColorHDR = new Color32(6, 18, 48, 0); /// Obsolete public bool clearDepth = true; /// Obsolete public LayerMask cullingMask = -1; //= 0xFFFFFFFF which is c++ default /// Obsolete public bool useOcclusionCulling = true; /// Obsolete public LayerMask volumeLayerMask = 1; /// Obsolete public Transform volumeAnchorOverride; /// Obsolete public CameraProjection projection = CameraProjection.Perspective; /// Obsolete public float nearClipPlane = 0.3f; /// Obsolete public float farClipPlane = 1000f; /// Obsolete public float fieldOfView = 90.0f; //90f for a face of a cubemap /// Obsolete public float orthographicSize = 5f; /// Obsolete public int renderingPath = 0; //0 = former RenderingPath.UseGraphicsSettings //public float aperture = 8f; //public float shutterSpeed = 1f / 200f; //public float iso = 400f; /// Obsolete public float shadowDistance = 100.0f; } }