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;
}
}