From a10eea6e4ce647061813519d5b0ea496f29495b9 Mon Sep 17 00:00:00 2001
From: leonard Wu <364452445@qq.com>
Date: 星期四, 09 八月 2018 09:47:08 +0800
Subject: [PATCH] 同步最新svn内容

---
 Assets/Plugins/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs |  280 ++++++++++++++++++++++++++++----------------------------
 1 files changed, 140 insertions(+), 140 deletions(-)

diff --git a/Assets/Plugins/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs b/Assets/Plugins/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs
index b697cd2..70a50fd 100644
--- a/Assets/Plugins/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs
+++ b/Assets/Plugins/PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs
@@ -1,140 +1,140 @@
-using System;
-
-namespace UnityEngine.PostProcessing
-{
-    [Serializable]
-    public class ScreenSpaceReflectionModel : PostProcessingModel
-    {
-        public enum SSRResolution
-        {
-            High = 0,
-            Low = 2
-        }
-
-        public enum SSRReflectionBlendType
-        {
-            PhysicallyBased,
-            Additive
-        }
-
-        [Serializable]
-        public struct IntensitySettings
-        {
-            [Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
-            [Range(0.0f, 2.0f)]
-            public float reflectionMultiplier;
-
-            [Tooltip("How far away from the maxDistance to begin fading SSR.")]
-            [Range(0.0f, 1000.0f)]
-            public float fadeDistance;
-
-            [Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
-            [Range(0.0f, 1.0f)]
-            public float fresnelFade;
-
-            [Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
-            [Range(0.1f, 10.0f)]
-            public float fresnelFadePower;
-        }
-
-        [Serializable]
-        public struct ReflectionSettings
-        {
-            // When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
-            // popular demos and games have taken this approach, and it does hide some artifacts.
-            [Tooltip("How the reflections are blended into the render.")]
-            public SSRReflectionBlendType blendType;
-
-            [Tooltip("Half resolution SSRR is much faster, but less accurate.")]
-            public SSRResolution reflectionQuality;
-
-            [Tooltip("Maximum reflection distance in world units.")]
-            [Range(0.1f, 300.0f)]
-            public float maxDistance;
-
-            /// REFLECTIONS
-            [Tooltip("Max raytracing length.")]
-            [Range(16, 1024)]
-            public int iterationCount;
-
-            [Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
-            [Range(1, 16)]
-            public int stepSize;
-
-            [Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
-            [Range(0.01f, 10.0f)]
-            public float widthModifier;
-
-            [Tooltip("Blurriness of reflections.")]
-            [Range(0.1f, 8.0f)]
-            public float reflectionBlur;
-
-            [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.")]
-            public bool reflectBackfaces;
-        }
-
-        [Serializable]
-        public struct ScreenEdgeMask
-        {
-            [Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]
-            [Range(0.0f, 1.0f)]
-            public float intensity;
-        }
-
-        [Serializable]
-        public struct Settings
-        {
-            public ReflectionSettings reflection;
-            public IntensitySettings intensity;
-            public ScreenEdgeMask screenEdgeMask;
-
-            public static Settings defaultSettings
-            {
-                get
-                {
-                    return new Settings
-                    {
-                        reflection = new ReflectionSettings
-                        {
-                            blendType = SSRReflectionBlendType.PhysicallyBased,
-                            reflectionQuality = SSRResolution.Low,
-                            maxDistance = 100f,
-                            iterationCount = 256,
-                            stepSize = 3,
-                            widthModifier = 0.5f,
-                            reflectionBlur = 1f,
-                            reflectBackfaces = false
-                        },
-
-                        intensity = new IntensitySettings
-                        {
-                            reflectionMultiplier = 1f,
-                            fadeDistance = 100f,
-
-                            fresnelFade = 1f,
-                            fresnelFadePower = 1f,
-                        },
-
-                        screenEdgeMask = new ScreenEdgeMask
-                        {
-                            intensity = 0.03f
-                        }
-                    };
-                }
-            }
-        }
-
-        [SerializeField]
-        Settings m_Settings = Settings.defaultSettings;
-        public Settings settings
-        {
-            get { return m_Settings; }
-            set { m_Settings = value; }
-        }
-
-        public override void Reset()
-        {
-            m_Settings = Settings.defaultSettings;
-        }
-    }
-}
+using System;
+
+namespace UnityEngine.PostProcessing
+{
+    [Serializable]
+    public class ScreenSpaceReflectionModel : PostProcessingModel
+    {
+        public enum SSRResolution
+        {
+            High = 0,
+            Low = 2
+        }
+
+        public enum SSRReflectionBlendType
+        {
+            PhysicallyBased,
+            Additive
+        }
+
+        [Serializable]
+        public struct IntensitySettings
+        {
+            [Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
+            [Range(0.0f, 2.0f)]
+            public float reflectionMultiplier;
+
+            [Tooltip("How far away from the maxDistance to begin fading SSR.")]
+            [Range(0.0f, 1000.0f)]
+            public float fadeDistance;
+
+            [Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
+            [Range(0.0f, 1.0f)]
+            public float fresnelFade;
+
+            [Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
+            [Range(0.1f, 10.0f)]
+            public float fresnelFadePower;
+        }
+
+        [Serializable]
+        public struct ReflectionSettings
+        {
+            // When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
+            // popular demos and games have taken this approach, and it does hide some artifacts.
+            [Tooltip("How the reflections are blended into the render.")]
+            public SSRReflectionBlendType blendType;
+
+            [Tooltip("Half resolution SSRR is much faster, but less accurate.")]
+            public SSRResolution reflectionQuality;
+
+            [Tooltip("Maximum reflection distance in world units.")]
+            [Range(0.1f, 300.0f)]
+            public float maxDistance;
+
+            /// REFLECTIONS
+            [Tooltip("Max raytracing length.")]
+            [Range(16, 1024)]
+            public int iterationCount;
+
+            [Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
+            [Range(1, 16)]
+            public int stepSize;
+
+            [Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
+            [Range(0.01f, 10.0f)]
+            public float widthModifier;
+
+            [Tooltip("Blurriness of reflections.")]
+            [Range(0.1f, 8.0f)]
+            public float reflectionBlur;
+
+            [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.")]
+            public bool reflectBackfaces;
+        }
+
+        [Serializable]
+        public struct ScreenEdgeMask
+        {
+            [Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]
+            [Range(0.0f, 1.0f)]
+            public float intensity;
+        }
+
+        [Serializable]
+        public struct Settings
+        {
+            public ReflectionSettings reflection;
+            public IntensitySettings intensity;
+            public ScreenEdgeMask screenEdgeMask;
+
+            public static Settings defaultSettings
+            {
+                get
+                {
+                    return new Settings
+                    {
+                        reflection = new ReflectionSettings
+                        {
+                            blendType = SSRReflectionBlendType.PhysicallyBased,
+                            reflectionQuality = SSRResolution.Low,
+                            maxDistance = 100f,
+                            iterationCount = 256,
+                            stepSize = 3,
+                            widthModifier = 0.5f,
+                            reflectionBlur = 1f,
+                            reflectBackfaces = false
+                        },
+
+                        intensity = new IntensitySettings
+                        {
+                            reflectionMultiplier = 1f,
+                            fadeDistance = 100f,
+
+                            fresnelFade = 1f,
+                            fresnelFadePower = 1f,
+                        },
+
+                        screenEdgeMask = new ScreenEdgeMask
+                        {
+                            intensity = 0.03f
+                        }
+                    };
+                }
+            }
+        }
+
+        [SerializeField]
+        Settings m_Settings = Settings.defaultSettings;
+        public Settings settings
+        {
+            get { return m_Settings; }
+            set { m_Settings = value; }
+        }
+
+        public override void Reset()
+        {
+            m_Settings = Settings.defaultSettings;
+        }
+    }
+}

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