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