50 lines
2.2 KiB
C#
50 lines
2.2 KiB
C#
using System;
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namespace UnityEngine.Rendering.HighDefinition
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{
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/// <summary>
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/// Recursive Rendering Volume Component.
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/// This component setups recursive rendering.
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/// </summary>
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[Serializable, VolumeComponentMenu("Ray Tracing/Recursive Rendering (Preview)")]
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[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Ray-Tracing-Recursive-Rendering" + Documentation.endURL)]
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public sealed class RecursiveRendering : VolumeComponent
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{
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/// <summary>
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/// Enables recursive rendering.
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/// </summary>
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[Tooltip("Enable. Enables recursive rendering.")]
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public BoolParameter enable = new BoolParameter(false);
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/// <summary>
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/// Layer mask used to include the objects for recursive rendering.
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/// </summary>
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[Tooltip("Layer Mask. Layer mask used to include the objects for recursive rendering.")]
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public LayerMaskParameter layerMask = new LayerMaskParameter(-1);
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/// <summary>
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/// Defines the maximal recursion for rays.
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/// </summary>
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[Tooltip("Max Depth. Defines the maximal recursion for rays.")]
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public ClampedIntParameter maxDepth = new ClampedIntParameter(4, 1, 10);
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/// <summary>
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/// This defines the maximal travel distance of rays.
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/// </summary>
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public MinFloatParameter rayLength = new MinFloatParameter(10.0f, 0.0f);
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/// <summary>
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/// Minmal smoothness for reflection rays. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.
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/// </summary>
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[Tooltip("Minmal Smoothness for Reflection. If the surface has a smoothness value below this threshold, a reflection ray will not be case and it will fallback on other techniques.")]
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public ClampedFloatParameter minSmoothness = new ClampedFloatParameter(0.5f, 0.0f, 1.0f);
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/// <summary>
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/// Default constructor for the recursive rendering volume component.
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/// </summary>
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public RecursiveRendering()
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{
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displayName = "Recursive Rendering (Preview)";
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}
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}
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}
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