using UnityEditor; using UnityEngine; public class ftAdditionalConfig { // Affects texture import settings for lightmaps public const bool mipmapLightmaps = false; // Shader eval coeff * gaussian convolution coeff // ... replaced with more typical convolution coeffs // Used for legacy light probes public const float irradianceConvolutionL0 = 0.2820947917f; public const float irradianceConvolutionL1 = 0.32573500793527993f;//0.4886025119f * 0.7346029443286334f; public const float irradianceConvolutionL2_4_5_7 = 0.2731371076480198f;//0.29121293321402086f * 1.0925484306f; public const float irradianceConvolutionL2_6 = 0.07884789131313001f;//0.29121293321402086f * 0.3153915652f; public const float irradianceConvolutionL2_8 = 0.1365685538240099f;//0.29121293321402086f * 0.5462742153f; // Coefficients used in "Remove ringing" mode public const float rr_irradianceConvolutionL0 = irradianceConvolutionL0; public const float rr_irradianceConvolutionL1 = irradianceConvolutionL1; public const float rr_irradianceConvolutionL2_4_5_7 = irradianceConvolutionL2_4_5_7 * 0.6F; public const float rr_irradianceConvolutionL2_6 = irradianceConvolutionL2_6 * 0.6f; public const float rr_irradianceConvolutionL2_8 = irradianceConvolutionL2_8 * 0.6f; const float CosineA0 = Mathf.PI; // from MJP's "ConvolveWithCosineLobe" const float CosineA1 = (2.0f * Mathf.PI) / 3.0f; const float CosineA2 = (0.25f * Mathf.PI); public const float rrd_irradianceConvolutionL0 = irradianceConvolutionL0 * (CosineA0 / Mathf.PI); public const float rrd_irradianceConvolutionL1 = irradianceConvolutionL1 * (CosineA1 / Mathf.PI); public const float rrd_irradianceConvolutionL2_4_5_7 = irradianceConvolutionL2_4_5_7 * (CosineA2 / Mathf.PI); public const float rrd_irradianceConvolutionL2_6 = irradianceConvolutionL2_6 * (CosineA2 / Mathf.PI); public const float rrd_irradianceConvolutionL2_8 = irradianceConvolutionL2_8 * (CosineA2 / Mathf.PI); // Used for L1 light probes and volumes public const float convL0 = 1; public const float convL1 = 0.9f; // approx convolution // More properly convolved version const float SqrtPi = 1.7724538509055159f;//Mathf.Sqrt(Mathf.PI); const float BasisL0 = 1.0f / (2.0f * SqrtPi); const float BasisL1 = 1.7320508075688772f / (2.0f * SqrtPi);// Mathf.Sqrt(3.0f) / (2.0f * SqrtPi); public const float convL0b = BasisL0 * (CosineA0 / Mathf.PI); public const float convL1b = BasisL1 * (CosineA1 / Mathf.PI); public const bool APVL1ToL2 = false; // Calculate multiple point lights in one pass. No reason to disable it, unless there is a bug. public static bool batchPointLights = true; public static bool batchAreaLights = true; #if UNITY_2017_3_OR_NEWER public const int sectorFarSphereResolution = 256; #else // older version can't handle 32 bit meshes public const int sectorFarSphereResolution = 64; #endif public const int volumeSceneLODLevel = -1; public const int clampLightmapSize = 32000; // Terminate lightmapping jobs immediately, without waiting for them to finish a tile. // Originally during development it was noted that abpruptly terminating it could randomly cause a driver crash, thus it waits for the kernel to finish and quits "gracefully". public const bool terminateImmediately = false; // Skip objects with EditorOnly tag? public const bool skipEditorOnly = true; /* Following settings are moved to Project Settings (on >= 2018.3; you can also edit BakeryProjectSettings.asset directly) // Use PNG instead of TGA for shadowmasks, directions and L1 maps public const bool preferPNG = false; // Padding values for atlas packers public const int texelPaddingForDefaultAtlasPacker = 3; public const int texelPaddingForXatlasAtlasPacker = 1; // Scales resolution for alpha Meta Pass maps public const int alphaMetaPassResolutionMultiplier = 2; // Render mode for all volumes in the scene. Defaults to Auto, which uses global scene render mode. public const BakeryLightmapGroup.RenderMode volumeRenderMode = BakeryLightmapGroup.RenderMode.Auto; // Should previously rendered Bakery lightmaps be deleted before the new bake? // Turned off by default because I'm scared of deleting anything public const bool deletePreviousLightmapsBeforeBake = false; // Print information about the bake process to console? public enum LogLevel { Nothing = 0, Info = 1, // print to Debug.Log Warning = 2 // print to Debug.LogWarning } public const LogLevel logLevel = LogLevel.Info | LogLevel.Warning; // Make it work more similar to original Unity behaviour public const bool alternativeScaleInLightmap = false; // Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals? public const bool generateSmoothPos = true; */ }