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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