using UnityEditor.Rendering; using UnityEngine.Rendering.HighDefinition; namespace UnityEditor.Rendering.HighDefinition { class SerializedLightingQualitySettings { public SerializedProperty root; // AO public SerializedProperty AOStepCount; public SerializedProperty AOFullRes; public SerializedProperty AOMaximumRadiusPixels; public SerializedProperty AODirectionCount; public SerializedProperty AOBilateralUpsample; // Ray Traced Ambient Occlusion public SerializedProperty RTAORayLength; public SerializedProperty RTAOSampleCount; public SerializedProperty RTAODenoise; public SerializedProperty RTAODenoiserRadius; // Contact Shadows public SerializedProperty ContactShadowSampleCount; // SSR public SerializedProperty SSRMaxRaySteps; // Ray Traced reflections public SerializedProperty RTRMinSmoothness; public SerializedProperty RTRSmoothnessFadeStart; public SerializedProperty RTRRayLength; public SerializedProperty RTRClampValue; public SerializedProperty RTRFullResolution; public SerializedProperty RTRDenoise; public SerializedProperty RTRDenoiserRadius; public SerializedProperty RTRSmoothDenoising; // Ray Traced Global Illumination public SerializedProperty RTGIRayLength; public SerializedProperty RTGIFullResolution; public SerializedProperty RTGIClampValue; public SerializedProperty RTGIUpScaleRadius; public SerializedProperty RTGIDenoise; public SerializedProperty RTGIHalfResDenoise; public SerializedProperty RTGIDenoiserRadius; public SerializedProperty RTGISecondDenoise; // Fog public SerializedProperty VolumetricFogBudget; public SerializedProperty VolumetricFogRatio; public SerializedLightingQualitySettings(SerializedProperty root) { this.root = root; // AO AOStepCount = root.Find((GlobalLightingQualitySettings s) => s.AOStepCount); AOFullRes = root.Find((GlobalLightingQualitySettings s) => s.AOFullRes); AOMaximumRadiusPixels = root.Find((GlobalLightingQualitySettings s) => s.AOMaximumRadiusPixels); AODirectionCount = root.Find((GlobalLightingQualitySettings s) => s.AODirectionCount); AOBilateralUpsample = root.Find((GlobalLightingQualitySettings s) => s.AOBilateralUpsample); // RTAO RTAORayLength = root.Find((GlobalLightingQualitySettings s) => s.RTAORayLength); RTAOSampleCount = root.Find((GlobalLightingQualitySettings s) => s.RTAOSampleCount); RTAODenoise = root.Find((GlobalLightingQualitySettings s) => s.RTAODenoise); RTAODenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.RTAODenoiserRadius); // Contact Shadows ContactShadowSampleCount = root.Find((GlobalLightingQualitySettings s) => s.ContactShadowSampleCount); // SSR SSRMaxRaySteps = root.Find((GlobalLightingQualitySettings s) => s.SSRMaxRaySteps); // Ray Traced reflections RTRMinSmoothness = root.Find((GlobalLightingQualitySettings s) => s.RTRMinSmoothness); RTRSmoothnessFadeStart = root.Find((GlobalLightingQualitySettings s) => s.RTRSmoothnessFadeStart); RTRRayLength = root.Find((GlobalLightingQualitySettings s) => s.RTRRayLength); RTRClampValue = root.Find((GlobalLightingQualitySettings s) => s.RTRClampValue); RTRFullResolution = root.Find((GlobalLightingQualitySettings s) => s.RTRFullResolution); RTRDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTRDenoise); RTRDenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.RTRDenoiserRadius); RTRSmoothDenoising = root.Find((GlobalLightingQualitySettings s) => s.RTRSmoothDenoising); // Ray Traced Global Illumination RTGIRayLength = root.Find((GlobalLightingQualitySettings s) => s.RTGIRayLength); RTGIFullResolution = root.Find((GlobalLightingQualitySettings s) => s.RTGIFullResolution); RTGIClampValue = root.Find((GlobalLightingQualitySettings s) => s.RTGIClampValue); RTGIUpScaleRadius = root.Find((GlobalLightingQualitySettings s) => s.RTGIUpScaleRadius); RTGIDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGIDenoise); RTGIHalfResDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGIHalfResDenoise); RTGIDenoiserRadius = root.Find((GlobalLightingQualitySettings s) => s.RTGIDenoiserRadius); RTGISecondDenoise = root.Find((GlobalLightingQualitySettings s) => s.RTGISecondDenoise); // Fog VolumetricFogBudget = root.Find((GlobalLightingQualitySettings s) => s.Fog_Budget); VolumetricFogRatio = root.Find((GlobalLightingQualitySettings s) => s.Fog_DepthRatio); } } }