ArabDesert/Assets/Editor/x64/Bakery/scripts/ftAdditionalConfig.cs

76 lines
3.3 KiB
C#

using UnityEditor;
using UnityEngine;
public class ftAdditionalConfig
{
// Affects texture import settings for lightmaps
public const bool mipmapLightmaps = false;
// Shader eval coeff * gaussian convolution coeff
// ... replaced with more typical convolution coeffs
// Used for legacy light probes
public const float irradianceConvolutionL0 = 0.2820947917f;
public const float irradianceConvolutionL1 = 0.32573500793527993f;//0.4886025119f * 0.7346029443286334f;
public const float irradianceConvolutionL2_4_5_7 = 0.2731371076480198f;//0.29121293321402086f * 1.0925484306f;
public const float irradianceConvolutionL2_6 = 0.07884789131313001f;//0.29121293321402086f * 0.3153915652f;
public const float irradianceConvolutionL2_8 = 0.1365685538240099f;//0.29121293321402086f * 0.5462742153f;
// Coefficients used in "Remove ringing" mode
public const float rr_irradianceConvolutionL0 = irradianceConvolutionL0;
public const float rr_irradianceConvolutionL1 = irradianceConvolutionL1;
public const float rr_irradianceConvolutionL2_4_5_7 = irradianceConvolutionL2_4_5_7 * 0.6F;
public const float rr_irradianceConvolutionL2_6 = irradianceConvolutionL2_6 * 0.6f;
public const float rr_irradianceConvolutionL2_8 = irradianceConvolutionL2_8 * 0.6f;
// Used for L1 light probes and volumes
public const float convL0 = 1;
public const float convL1 = 0.9f; // approx convolution
// Calculate multiple point lights in one pass. No reason to disable it, unless there is a bug.
public static bool batchPointLights = true;
#if UNITY_2017_3_OR_NEWER
public const int sectorFarSphereResolution = 256;
#else
// older version can't handle 32 bit meshes
public const int sectorFarSphereResolution = 64;
#endif
/*
Following settings are moved to Project Settings
(on >= 2018.3; you can also edit BakeryProjectSettings.asset directly)
// Use PNG instead of TGA for shadowmasks, directions and L1 maps
public const bool preferPNG = false;
// Padding values for atlas packers
public const int texelPaddingForDefaultAtlasPacker = 3;
public const int texelPaddingForXatlasAtlasPacker = 1;
// Scales resolution for alpha Meta Pass maps
public const int alphaMetaPassResolutionMultiplier = 2;
// Render mode for all volumes in the scene. Defaults to Auto, which uses global scene render mode.
public const BakeryLightmapGroup.RenderMode volumeRenderMode = 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
public const bool deletePreviousLightmapsBeforeBake = false;
// Print information about the bake process to console?
public enum LogLevel
{
Nothing = 0,
Info = 1, // print to Debug.Log
Warning = 2 // print to Debug.LogWarning
}
public const LogLevel logLevel = LogLevel.Info | LogLevel.Warning;
// Make it work more similar to original Unity behaviour
public const bool alternativeScaleInLightmap = false;
// Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals?
public const bool generateSmoothPos = true;
*/
}