using System; using ShadowShard.AmbientOcclusionMaster.Runtime.Enums; using UnityEngine; using RenderingPath = ShadowShard.AmbientOcclusionMaster.Runtime.Enums.RenderingPath; namespace ShadowShard.AmbientOcclusionMaster.Runtime.Data.Settings { [Serializable] public class AomSettings { [SerializeField] public AmbientOcclusionMode AmbientOcclusionMode; [SerializeField] public SsaoSettings SsaoSettings = new(); [SerializeField] public HdaoSettings HdaoSettings = new(); [SerializeField] public HbaoSettings HbaoSettings = new(); [SerializeField] public GtaoSettings GtaoSettings = new(); [SerializeField] public bool MultiBounce; [SerializeField] public float DirectLightingStrength = 0.25f; [SerializeField] public NoiseMethod NoiseMethod = NoiseMethod.InterleavedGradient; [SerializeField] public BlurQuality BlurQuality = BlurQuality.High; [SerializeField] public bool DebugMode; [SerializeField] public RenderingPath RenderingPath = RenderingPath.Forward; [SerializeField] public bool AfterOpaque = true; [SerializeField] public bool Downsample; [SerializeField] public DepthSource DepthSource = DepthSource.Depth; [SerializeField] public NormalQuality NormalQuality = NormalQuality.Medium; [SerializeField] public bool TemporalFiltering; [SerializeField] public float TemporalScale = 1; [SerializeField] public float TemporalResponse = 1; } }