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using System;
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namespace UnityEngine.PostProcessing
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{
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[Serializable]
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public class ScreenSpaceReflectionModel : PostProcessingModel
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{
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public enum SSRResolution
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{
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High = 0,
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Low = 2
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}
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public enum SSRReflectionBlendType
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{
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PhysicallyBased,
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Additive
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}
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[Serializable]
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public struct IntensitySettings
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{
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[Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
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[Range(0.0f, 2.0f)]
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public float reflectionMultiplier;
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[Tooltip("How far away from the maxDistance to begin fading SSR.")]
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[Range(0.0f, 1000.0f)]
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public float fadeDistance;
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[Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
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[Range(0.0f, 1.0f)]
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public float fresnelFade;
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[Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
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[Range(0.1f, 10.0f)]
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public float fresnelFadePower;
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}
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[Serializable]
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public struct ReflectionSettings
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{
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// When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
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// popular demos and games have taken this approach, and it does hide some artifacts.
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[Tooltip("How the reflections are blended into the render.")]
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public SSRReflectionBlendType blendType;
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[Tooltip("Half resolution SSRR is much faster, but less accurate.")]
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public SSRResolution reflectionQuality;
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[Tooltip("Maximum reflection distance in world units.")]
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[Range(0.1f, 300.0f)]
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public float maxDistance;
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/// REFLECTIONS
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[Tooltip("Max raytracing length.")]
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[Range(16, 1024)]
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public int iterationCount;
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[Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
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[Range(1, 16)]
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public int stepSize;
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[Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
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[Range(0.01f, 10.0f)]
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public float widthModifier;
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[Tooltip("Blurriness of reflections.")]
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[Range(0.1f, 8.0f)]
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public float reflectionBlur;
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[Tooltip("Disable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
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public bool reflectBackfaces;
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}
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[Serializable]
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public struct ScreenEdgeMask
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{
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[Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]
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[Range(0.0f, 1.0f)]
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public float intensity;
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}
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[Serializable]
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public struct Settings
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{
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public ReflectionSettings reflection;
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public IntensitySettings intensity;
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public ScreenEdgeMask screenEdgeMask;
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public static Settings defaultSettings
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{
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get
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{
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return new Settings
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{
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reflection = new ReflectionSettings
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{
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blendType = SSRReflectionBlendType.PhysicallyBased,
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reflectionQuality = SSRResolution.Low,
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maxDistance = 100f,
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iterationCount = 256,
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stepSize = 3,
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widthModifier = 0.5f,
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reflectionBlur = 1f,
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reflectBackfaces = false
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},
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intensity = new IntensitySettings
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{
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reflectionMultiplier = 1f,
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fadeDistance = 100f,
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fresnelFade = 1f,
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fresnelFadePower = 1f,
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},
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screenEdgeMask = new ScreenEdgeMask
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{
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intensity = 0.03f
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}
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};
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}
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}
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}
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[SerializeField]
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Settings m_Settings = Settings.defaultSettings;
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public Settings settings
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{
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get { return m_Settings; }
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set { m_Settings = value; }
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}
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public override void Reset()
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{
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m_Settings = Settings.defaultSettings;
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}
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}
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}
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