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FORT-BO/Assets/Plugins/VolumetricLightBeam/Scripts/Enums.cs
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2026-08-29 13:34:57 +03:00

137 lines
4.5 KiB
C#

namespace VLB
{
public enum FeatureEnabledColorGradient
{
Off, // Do not support having a gradient as color
HighOnly, // Support gradient color only for devices with Shader Level = 35 or higher
HighAndLow // Support gradient color for all devices
};
public enum ColorMode
{
Flat, // Apply a flat/plain/single color
Gradient // Apply a gradient
}
public enum AttenuationEquation
{
Linear = 0, // Simple linear attenuation.
Quadratic = 1, // Quadratic attenuation, which usually gives more realistic results.
Blend = 2 // Custom blending mix between linear and quadratic attenuation formulas. Use attenuationEquation property to tweak the mix.
}
public enum BlendingMode
{
Additive,
SoftAdditive,
TraditionalTransparency,
}
public enum ShaderAccuracy
{
/// <summary> Default accuracy: a lot of computation are done on the vertex shader to maximize performance. </summary>
Fast,
/// <summary> Higher accuracy: most of the computation are done on the pixel shader to maximize graphical quality at some performance cost. </summary>
High,
}
public enum NoiseMode
{
/// <summary> 3D Noise is disabled </summary>
Disabled,
/// <summary> 3D Noise is enabled: noise will look static compared to the world </summary>
WorldSpace,
/// <summary> 3D Noise is enabled: noise will look static compared to the beam position </summary>
LocalSpace,
}
public enum MeshType
{
Shared, // Use the global shared mesh (recommended setting, since it will save a lot on memory). Will use the geometry properties set on Config.
Custom, // Use a custom mesh instead. Will use the geometry properties set on the beam.
}
public enum RenderPipeline
{
/// <summary> Unity's built-in Render Pipeline. </summary>
BuiltIn,
/// <summary> Use the Universal Render Pipeline. </summary>
URP,
/// <summary> Use the High Definition Render Pipeline. </summary>
HDRP,
}
public enum RenderingMode
{
/// <summary> Use the 2 pass shader. Will generate 2 drawcalls per beam (Not compatible with custom Render Pipeline such as HDRP and LWRP).</summary>
MultiPass,
/// <summary> Use the 1 pass shader. Will generate 1 drawcall per beam. </summary>
SinglePass,
/// <summary> Dynamically batch multiple beams to combine and reduce draw calls. </summary>
GPUInstancing,
/// <summary> Use the SRP Batcher to automatically batch multiple beams and reduce draw calls. Only available when using SRP. </summary>
SRPBatcher,
}
public enum RenderQueue
{
/// Specify a custom render queue.
Custom = 0,
/// This render queue is rendered before any others.
Background = 1000,
/// Opaque geometry uses this queue.
Geometry = 2000,
/// Alpha tested geometry uses this queue.
AlphaTest = 2450,
/// Last render queue that is considered "opaque".
GeometryLast = 2500,
/// This render queue is rendered after Geometry and AlphaTest, in back-to-front order.
Transparent = 3000,
/// This render queue is meant for overlay effects.
Overlay = 4000,
}
public enum Dimensions
{
/// <summary> 3D </summary>
Dim3D,
/// <summary> 2D </summary>
Dim2D
}
public enum PlaneAlignment
{
/// <summary>Align the plane to the surface normal which blocks the beam. Works better for large occluders such as floors and walls.</summary>
Surface,
/// <summary>Keep the plane aligned with the beam direction. Works better with more complex occluders or with corners.</summary>
Beam
}
[System.Flags]
public enum DynamicOcclusionUpdateRate
{
Never = 1 << 0,
OnEnable = 1 << 1,
OnBeamMove = 1 << 2,
EveryXFrames = 1 << 3,
OnBeamMoveAndEveryXFrames = OnBeamMove | EveryXFrames,
}
public enum ParticlesDirection
{
/// <summary> Random direction. </summary>
Random,
/// <summary> Particles follow the velicity direction in local space (Z is along the beam). </summary>
LocalSpace,
/// <summary> Particles follow the velicity direction in world space. </summary>
WorldSpace
};
}