#if UNITY_EDITOR using UnityEditor; using UnityEngine; public class BakeryProjectSettings : ScriptableObject { // Affects texture import settings for lightmaps [SerializeField] public bool mipmapLightmaps = false; // Use PNG instead of TGA for shadowmasks, directions and L1 maps? // 'Asset' converts to Unity's own format. It is possible to limit the mipmap count here. public enum FileFormat { TGA = 0, PNG = 1, Asset = 2 } [SerializeField] public FileFormat format8bit = FileFormat.TGA; // Use .hdr files or Unity assets for color/RNM/L0 lightmaps public enum FileFormatHDR { HDR = 0, Asset = 1 } [SerializeField] public FileFormatHDR formatHDR = FileFormatHDR.HDR; // Compress lightmaps? public enum Compression { CompressButAllowOverridingAsset = 0, // default behaviour ForceCompress = 1, ForceNoCompress = 2 } [SerializeField] public Compression lightmapCompression = Compression.CompressButAllowOverridingAsset; // Max mipmap count when format8bit or formatHDR are set to Asset [SerializeField] public int maxAssetMip = 100; // Use high quality compression for directional and SH L1 maps? (on desktop, high = BC7, not high = DXT1) [SerializeField] public bool dirHighQuality = true; // Padding values for atlas packers [SerializeField] public int texelPaddingForDefaultAtlasPacker = 3; [SerializeField] public int texelPaddingForXatlasAtlasPacker = 1; // Scales resolution for alpha Meta Pass maps [SerializeField] public int alphaMetaPassResolutionMultiplier = 2; // Render mode for all volumes in the scene. Defaults to Auto, which uses global scene render mode. [SerializeField] public int volumeRenderMode = 1000;//BakeryLightmapGroup.RenderMode.Auto; // Should previously rendered Bakery lightmaps be deleted before the new bake? // Turned off by default because I'm scared of deleting anything [SerializeField] public bool deletePreviousLightmapsBeforeBake = false; // Print information about the bake process to console? [System.FlagsAttribute] public enum LogLevel { Nothing = 0, Info = 1, // print to Debug.Log Warning = 2 // print to Debug.LogWarning } [SerializeField] public int logLevel = (int)(LogLevel.Info | LogLevel.Warning); // Make it work more similar to original Unity behaviour [SerializeField] public bool alternativeScaleInLightmap = false; // Make xatlas align charts to 4x4 block boundaries to make texture compression happy [SerializeField] public bool alignToTextureBlocksWithXatlas = true; // Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals? [SerializeField] public bool generateSmoothPos = true; [SerializeField] public bool perTriangleSmoothPos = true; // Use renderer.receiveGI [SerializeField] public bool takeReceiveGIIntoAccount = true; [SerializeField] public bool removeRinging = false; } #endif