using UnityEngine.Rendering; using UnityEngine.Serialization; using System; namespace UnityEngine.Rendering.HighDefinition { //[VolumeComponentMenu("Lighting/Experimental/Probe Volume")] internal class ProbeVolumeController : VolumeComponent { [Serializable] internal sealed class LeakMitigationModeParameter : VolumeParameter { public LeakMitigationModeParameter(LeakMitigationMode value, bool overrideState = false) : base(value, overrideState) {} } [SerializeField, Tooltip("Selects the heuristic used for mitigating light leaking and self-shadowing artifacts when sampling from the probe volumes.")] internal LeakMitigationModeParameter leakMitigationMode = new LeakMitigationModeParameter(LeakMitigationMode.NormalBias); [SerializeField, Tooltip("Controls the strength of our bilateral filter. 0.0 falls back to trilinear filtering. 1.0 is maximum cross term (geometric or validity).")] internal ClampedFloatParameter bilateralFilterWeight = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); ProbeVolumeController() { displayName = "Probe Volume Controller (Experimental)"; } } } // UnityEngine.Experimental.Rendering.HDPipeline