using System;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// Global lighting quality settings.
///
[Serializable]
public sealed class GlobalLightingQualitySettings
{
static int s_QualitySettingCount = Enum.GetNames(typeof(ScalableSettingLevelParameter.Level)).Length;
internal GlobalLightingQualitySettings()
{
/* Ambient Occlusion */
AOStepCount[(int)ScalableSettingLevelParameter.Level.Low] = 4;
AOStepCount[(int)ScalableSettingLevelParameter.Level.Medium] = 6;
AOStepCount[(int)ScalableSettingLevelParameter.Level.High] = 16;
AOFullRes[(int)ScalableSettingLevelParameter.Level.Low] = false;
AOFullRes[(int)ScalableSettingLevelParameter.Level.Medium] = false;
AOFullRes[(int)ScalableSettingLevelParameter.Level.High] = true;
AOBilateralUpsample[(int)ScalableSettingLevelParameter.Level.Low] = false;
AOBilateralUpsample[(int)ScalableSettingLevelParameter.Level.Medium] = true;
AOBilateralUpsample[(int)ScalableSettingLevelParameter.Level.High] = true; // N/A
AODirectionCount[(int)ScalableSettingLevelParameter.Level.Low] = 1;
AODirectionCount[(int)ScalableSettingLevelParameter.Level.Medium] = 2;
AODirectionCount[(int)ScalableSettingLevelParameter.Level.High] = 4;
AOMaximumRadiusPixels[(int)ScalableSettingLevelParameter.Level.Low] = 32;
AOMaximumRadiusPixels[(int)ScalableSettingLevelParameter.Level.Medium] = 40;
AOMaximumRadiusPixels[(int)ScalableSettingLevelParameter.Level.High] = 80;
/* Contact Shadow */
ContactShadowSampleCount[(int)ScalableSettingLevelParameter.Level.Low] = 6;
ContactShadowSampleCount[(int)ScalableSettingLevelParameter.Level.Medium] = 10;
ContactShadowSampleCount[(int)ScalableSettingLevelParameter.Level.High] = 16;
/* Screen Space Reflection */
SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 16;
SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 32;
SSRMaxRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 64;
/* Screen Space Global Illumination */
SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Low] = 32;
SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.Medium] = 64;
SSGIRaySteps[(int)ScalableSettingLevelParameter.Level.High] = 96;
SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false;
SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = true;
SSGIFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true;
SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Low] = 3;
SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 5;
SSGIFilterRadius[(int)ScalableSettingLevelParameter.Level.High] = 7;
// Ray Traced Ambient Occlusion
RTAORayLength[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f;
RTAORayLength[(int)ScalableSettingLevelParameter.Level.Medium] = 3.0f;
RTAORayLength[(int)ScalableSettingLevelParameter.Level.High] = 20.0f;
RTAOSampleCount[(int)ScalableSettingLevelParameter.Level.Low] = 1;
RTAOSampleCount[(int)ScalableSettingLevelParameter.Level.Medium] = 2;
RTAOSampleCount[(int)ScalableSettingLevelParameter.Level.High] = 8;
RTAODenoise[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTAODenoise[(int)ScalableSettingLevelParameter.Level.Medium] = true;
RTAODenoise[(int)ScalableSettingLevelParameter.Level.High] = true;
RTAODenoiserRadius[(int)ScalableSettingLevelParameter.Level.Low] = 0.25f;
RTAODenoiserRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 0.5f;
RTAODenoiserRadius[(int)ScalableSettingLevelParameter.Level.High] = 0.65f;
// RTGI
RTGIRayLength[(int)ScalableSettingLevelParameter.Level.Low] = 50.0f;
RTGIRayLength[(int)ScalableSettingLevelParameter.Level.Medium] = 50.0f;
RTGIRayLength[(int)ScalableSettingLevelParameter.Level.High] = 50.0f;
RTGIFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false;
RTGIFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = false;
RTGIFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true;
RTGIClampValue[(int)ScalableSettingLevelParameter.Level.Low] = 0.5f;
RTGIClampValue[(int)ScalableSettingLevelParameter.Level.Medium] = 0.8f;
RTGIClampValue[(int)ScalableSettingLevelParameter.Level.High] = 1.5f;
RTGIUpScaleRadius[(int)ScalableSettingLevelParameter.Level.Low] = 4;
RTGIUpScaleRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 4;
RTGIUpScaleRadius[(int)ScalableSettingLevelParameter.Level.High] = 4;
RTGIDenoise[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTGIDenoise[(int)ScalableSettingLevelParameter.Level.Medium] = true;
RTGIDenoise[(int)ScalableSettingLevelParameter.Level.High] = true;
RTGIHalfResDenoise[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTGIHalfResDenoise[(int)ScalableSettingLevelParameter.Level.Medium] = false;
RTGIHalfResDenoise[(int)ScalableSettingLevelParameter.Level.High] = false;
RTGIDenoiserRadius[(int)ScalableSettingLevelParameter.Level.Low] = 0.75f;
RTGIDenoiserRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 0.5f;
RTGIDenoiserRadius[(int)ScalableSettingLevelParameter.Level.High] = 0.25f;
RTGISecondDenoise[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTGISecondDenoise[(int)ScalableSettingLevelParameter.Level.Medium] = true;
RTGISecondDenoise[(int)ScalableSettingLevelParameter.Level.High] = true;
// RTR
RTRMinSmoothness[(int)ScalableSettingLevelParameter.Level.Low] = 0.6f;
RTRMinSmoothness[(int)ScalableSettingLevelParameter.Level.Medium] = 0.4f;
RTRMinSmoothness[(int)ScalableSettingLevelParameter.Level.High] = 0.0f;
RTRSmoothnessFadeStart[(int)ScalableSettingLevelParameter.Level.Low] = 0.7f;
RTRSmoothnessFadeStart[(int)ScalableSettingLevelParameter.Level.Medium] = 0.5f;
RTRSmoothnessFadeStart[(int)ScalableSettingLevelParameter.Level.High] = 0.0f;
RTRRayLength[(int)ScalableSettingLevelParameter.Level.Low] = 50.0f;
RTRRayLength[(int)ScalableSettingLevelParameter.Level.Medium] = 50.0f;
RTRRayLength[(int)ScalableSettingLevelParameter.Level.High] = 50.0f;
RTRClampValue[(int)ScalableSettingLevelParameter.Level.Low] = 0.8f;
RTRClampValue[(int)ScalableSettingLevelParameter.Level.Medium] = 1.0f;
RTRClampValue[(int)ScalableSettingLevelParameter.Level.High] = 1.2f;
RTRFullResolution[(int)ScalableSettingLevelParameter.Level.Low] = false;
RTRFullResolution[(int)ScalableSettingLevelParameter.Level.Medium] = false;
RTRFullResolution[(int)ScalableSettingLevelParameter.Level.High] = true;
RTRDenoise[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTRDenoise[(int)ScalableSettingLevelParameter.Level.Medium] = true;
RTRDenoise[(int)ScalableSettingLevelParameter.Level.High] = true;
RTRDenoiserRadius[(int)ScalableSettingLevelParameter.Level.Low] = 8;
RTRDenoiserRadius[(int)ScalableSettingLevelParameter.Level.Medium] = 12;
RTRDenoiserRadius[(int)ScalableSettingLevelParameter.Level.High] = 16;
RTRSmoothDenoising[(int)ScalableSettingLevelParameter.Level.Low] = true;
RTRSmoothDenoising[(int)ScalableSettingLevelParameter.Level.Medium] = false;
RTRSmoothDenoising[(int)ScalableSettingLevelParameter.Level.High] = false;
// Fog
Fog_ControlMode[(int)ScalableSettingLevelParameter.Level.Low] = FogControl.Balance;
Fog_ControlMode[(int)ScalableSettingLevelParameter.Level.Medium] = FogControl.Balance;
Fog_ControlMode[(int)ScalableSettingLevelParameter.Level.High] = FogControl.Balance;
Fog_Budget[(int)ScalableSettingLevelParameter.Level.Low] = 0.166f;
Fog_Budget[(int)ScalableSettingLevelParameter.Level.Medium] = 0.33f;
Fog_Budget[(int)ScalableSettingLevelParameter.Level.High] = 0.666f;
Fog_DepthRatio[(int)ScalableSettingLevelParameter.Level.Low] = 0.666f;
Fog_DepthRatio[(int)ScalableSettingLevelParameter.Level.Medium] = 0.666f;
Fog_DepthRatio[(int)ScalableSettingLevelParameter.Level.High] = 0.50f;
}
internal static GlobalLightingQualitySettings NewDefault() => new GlobalLightingQualitySettings();
// SSAO
/// Ambient Occlusion step count for each quality level.
public int[] AOStepCount = new int[s_QualitySettingCount];
/// Ambient Occlusion uses full resolution buffer for each quality level.
public bool[] AOFullRes = new bool[s_QualitySettingCount];
/// Ambient Occlusion maximum radius for each quality level.
public int[] AOMaximumRadiusPixels = new int[s_QualitySettingCount];
/// Ambient Occlusion uses bilateral upsample for each quality level.
public bool[] AOBilateralUpsample = new bool[s_QualitySettingCount];
/// Ambient Occlusion direction count for each quality level.
public int[] AODirectionCount = new int[s_QualitySettingCount];
// Contact Shadows
/// Contact shadow sample count for each quality level.
public int[] ContactShadowSampleCount = new int[s_QualitySettingCount];
// Screen Space Reflections
/// Maximum number of rays for Screen Space Reflection for each quality level.
public int[] SSRMaxRaySteps = new int[s_QualitySettingCount];
// Screen Space Global Illumination
/// Screen space global illumination step count for the ray marching.
[NonSerialized]
public int[] SSGIRaySteps = new int[s_QualitySettingCount];
/// Screen space global illumination's world space maximal radius.
[NonSerialized]
public float[] SSGIRadius = new float[s_QualitySettingCount];
/// Screen space global illumination flag to define if the effect is computed at full resolution.
[NonSerialized]
public bool[] SSGIFullResolution = new bool[s_QualitySettingCount];
/// Screen space global illumination signal clamping value.
[NonSerialized]
public float[] SSGIClampValue = new float[s_QualitySettingCount];
/// Screen space global illumination's filter size.
[NonSerialized]
public int[] SSGIFilterRadius = new int[s_QualitySettingCount];
// Ray Traced Ambient Occlusion
/// Controls the length of ray traced ambient occlusion rays.
public float[] RTAORayLength = new float[s_QualitySettingCount];
/// Number of samples for evaluating the effect.
public int[] RTAOSampleCount = new int[s_QualitySettingCount];
/// Defines if the ray traced ambient occlusion should be denoised.
public bool[] RTAODenoise = new bool[s_QualitySettingCount];
/// Controls the radius of the ray traced ambient occlusion denoiser.
public float[] RTAODenoiserRadius = new float[s_QualitySettingCount];
// Ray Traced Global Illumination
/// Controls the length of ray traced global illumination rays.
public float[] RTGIRayLength = new float[s_QualitySettingCount];
/// Controls if the effect should be computed at full resolution.
public bool[] RTGIFullResolution = new bool[s_QualitySettingCount];
/// Clamp value used to reduce the variance in the integration signal.
public float[] RTGIClampValue = new float[s_QualitySettingCount];
/// Radius for the up-sample pass.
public int[] RTGIUpScaleRadius = new int[s_QualitySettingCount];
/// Flag that enables the first denoising pass.
public bool[] RTGIDenoise = new bool[s_QualitySettingCount];
/// Flag that defines if the denoiser should be evaluated at half resolution.
public bool[] RTGIHalfResDenoise = new bool[s_QualitySettingCount];
/// Flag that defines the radius of the first denoiser.
public float[] RTGIDenoiserRadius = new float[s_QualitySettingCount];
/// Flag that enables the second denoising pass.
public bool[] RTGISecondDenoise = new bool[s_QualitySettingCount];
// Ray Traced Reflections
/// Controls the minimal smoothness.
public float[] RTRMinSmoothness = new float[s_QualitySettingCount];
/// Controls the minimal smoothness.
public float[] RTRSmoothnessFadeStart = new float[s_QualitySettingCount];
/// Controls the length of ray traced reflection rays.
public float[] RTRRayLength = new float[s_QualitySettingCount];
/// Clamp value used to reduce the variance in the integration signal.
public float[] RTRClampValue = new float[s_QualitySettingCount];
/// Controls if the effect should be computed at full resolution.
public bool[] RTRFullResolution = new bool[s_QualitySettingCount];
/// Flag that enables the first denoising pass.
public bool[] RTRDenoise = new bool[s_QualitySettingCount];
/// Flag that defines the radius of the first denoiser.
public int[] RTRDenoiserRadius = new int[s_QualitySettingCount];
/// Flag that defines smooth denoising status.
public bool[] RTRSmoothDenoising = new bool[s_QualitySettingCount];
// TODO: Volumetric fog quality
/// Controls which control mode should be used to define the volumetric fog parameters.
public FogControl[] Fog_ControlMode = new FogControl[s_QualitySettingCount];
/// Controls the budget of the volumetric fog effect.
public float[] Fog_Budget = new float[s_QualitySettingCount];
/// Controls how the budget is shared between screen resolution and depth.
public float[] Fog_DepthRatio = new float[s_QualitySettingCount];
// TODO: Shadows. This needs to be discussed further as there is an idiosyncracy here as we have different level of quality settings,
//some for resolution per light (4 levels) some per volume (which are 3 levels everywhere). This needs to be discussed more.
}
}