Net.Like.Xue.Tokyo/Assets/ARTnGAME/Lumina/Scripts/LUMINAPreset.cs

82 lines
2.5 KiB
C#

using UnityEngine;
using System.Collections;
namespace Artngame.LUMINA
{
public class LUMINAPreset : ScriptableObject
{
public Artngame.LUMINA.LUMINA.VoxelResolution voxelResolution = Artngame.LUMINA.LUMINA.VoxelResolution.high;
public bool voxelAA = false;
[Range(0, 2)]
public int innerOcclusionLayers = 1;
public bool infiniteBounces = true;
[Range(0.01f, 1.0f)]
public float temporalBlendWeight = 0.15f;
public bool useBilateralFiltering = true;
public bool halfResolution = true;
public bool stochasticSampling = true;
public bool doReflections = true;
[Range(1, 128)]
public int cones = 13;
[Range(1, 32)]
public int coneTraceSteps = 8;
[Range(0.1f, 2.0f)]
public float coneLength = 1.0f;
[Range(0.5f, 6.0f)]
public float coneWidth = 6.0f;
[Range(0.0f, 4.0f)]
public float coneTraceBias = 0.63f;
[Range(0.0f, 4.0f)]
public float occlusionStrength = 1.0f;
[Range(0.0f, 4.0f)]
public float nearOcclusionStrength = 0.0f;
[Range(0.001f, 4.0f)]
public float occlusionPower = 1.0f;
[Range(0.0f, 14.0f)]
public float nearLightGain = 1.0f;
[Range(0.0f, 14.0f)]
public float giGain = 1.0f;
[Range(0.0f, 14.0f)]
public float secondaryBounceGain = 1.0f;
[Range(12, 128)]
public int reflectionSteps = 64;
[Range(0.001f, 4.0f)]
public float reflectionOcclusionPower = 1.0f;
[Range(0.0f, 1.0f)]
public float skyReflectionIntensity = 1.0f;
public bool gaussianMipFilter = false;
[Range(0.1f, 4.0f)]
public float farOcclusionStrength = 1.0f;
[Range(0.1f, 4.0f)]
public float farthestOcclusionStrength = 1.0f;
[Range(3, 16)]
public int secondaryCones = 6;
[Range(0.1f, 4.0f)]
public float secondaryOcclusionStrength = 1.0f;
//v0.6
public float contrastA = 0;
public Vector4 ReflectControl = new Vector4(1, 1, 0, 0);
//v0.7
public Vector4 DitherControl = new Vector4(0, 1, 1, 1);
//v1.2
public float smoothNormals = 0;
//v1.3
public bool proxyNoGeom = false;
//v1.5
public bool enableLocalLightGI = false;
public float shadowedLocalPower = 0;
public float shadowlessLocalPower = 0;
public float shadowlessLocalOcclusion = 0;
//v1.6
public Vector3 cutoff = new Vector3(1, 1, 0);
}
}