using System; using System.Diagnostics; namespace UnityEngine.Rendering.HighDefinition { // Deprecated, kept for migration abstract class AtmosphericScattering : VolumeComponent { // Fog Color public FogColorParameter colorMode = new FogColorParameter(FogColorMode.SkyColor); [Tooltip("Specifies the constant color of the fog.")] public ColorParameter color = new ColorParameter(Color.grey, hdr: true, showAlpha: false, showEyeDropper: true); [Tooltip("Specifies the tint of the fog.")] public ColorParameter tint = new ColorParameter(Color.white, hdr: true, showAlpha: false, showEyeDropper: true); [Tooltip("Controls the overall density of the fog. Acts as a global multiplier.")] public ClampedFloatParameter density = new ClampedFloatParameter(1.0f, 0.0f, 1.0f); [Tooltip("Sets the maximum fog distance HDRP uses when it shades the skybox or the Far Clipping Plane of the Camera.")] public MinFloatParameter maxFogDistance = new MinFloatParameter(5000.0f, 0.0f); [Tooltip("Controls the maximum mip map HDRP uses for mip fog (0 is the lowest mip and 1 is the highest mip).")] public ClampedFloatParameter mipFogMaxMip = new ClampedFloatParameter(0.5f, 0.0f, 1.0f); [Tooltip("Sets the distance at which HDRP uses the minimum mip image of the blurred sky texture as the fog color.")] public MinFloatParameter mipFogNear = new MinFloatParameter(0.0f, 0.0f); [Tooltip("Sets the distance at which HDRP uses the maximum mip image of the blurred sky texture as the fog color.")] public MinFloatParameter mipFogFar = new MinFloatParameter(1000.0f, 0.0f); internal abstract void PushShaderParameters(HDCamera hdCamera, CommandBuffer cmd); } // Deprecated, kept for migration internal enum FogType { None = 0, Exponential = 2, Volumetric = 3, } }