using UnityEngine; namespace VLB { public static class Consts { // HELP const string HelpUrlBase = "http://saladgamer.com/vlb-doc/"; public const string HelpUrlBeam = HelpUrlBase + "comp-lightbeam/"; public const string HelpUrlDustParticles = HelpUrlBase + "comp-dustparticles/"; public const string HelpUrlDynamicOcclusionRaycasting = HelpUrlBase + "comp-dynocclusion-raycasting/"; public const string HelpUrlDynamicOcclusionDepthBuffer = HelpUrlBase + "comp-dynocclusion-depthbuffer/"; public const string HelpUrlTriggerZone = HelpUrlBase + "comp-triggerzone/"; public const string HelpUrlSkewingHandle = HelpUrlBase + "comp-skewinghandle/"; public const string HelpUrlConfig = HelpUrlBase + "config/"; // INTERNAL public static readonly bool ProceduralObjectsVisibleInEditor = true; public static HideFlags ProceduralObjectsHideFlags { get { return ProceduralObjectsVisibleInEditor ? (HideFlags.NotEditable | HideFlags.DontSave) : (HideFlags.HideAndDontSave); } } // BEAM public static readonly Color FlatColor = Color.white; public const ColorMode ColorModeDefault = ColorMode.Flat; public const float IntensityDefault = 1f; public const float IntensityMin = 0f; public const float IntensityMax = 8f; public const float SpotAngleDefault = 35f; public const float SpotAngleMin = 0.1f; public const float SpotAngleMax = 179.9f; public const float ConeRadiusStart = 0.1f; public const MeshType GeomMeshType = MeshType.Shared; public const int GeomSidesDefault = 18; public const int GeomSidesMin = 3; public const int GeomSidesMax = 256; public const int GeomSegmentsDefault = 5; public const int GeomSegmentsMin = 0; public const int GeomSegmentsMax = 64; public const bool GeomCap = false; public const AttenuationEquation AttenuationEquationDefault = AttenuationEquation.Quadratic; public const float AttenuationCustomBlending = 0.5f; public const float FallOffStart = 0f; public const float FallOffEnd = 3f; public const float FallOffDistancesMinThreshold = 0.01f; public const float DepthBlendDistance = 2f; public const float CameraClippingDistance = 0.5f; public const float FresnelPowMaxValue = 10f; public const float FresnelPow = 8f; public const float GlareFrontal = 0.5f; public const float GlareBehind = 0.5f; public const NoiseMode NoiseModeDefault = NoiseMode.Disabled; public const float NoiseIntensityMin = 0.0f; public const float NoiseIntensityMax = 1.0f; public const float NoiseIntensityDefault = 0.5f; public const float NoiseScaleMin = 0.01f; public const float NoiseScaleMax = 2f; public const float NoiseScaleDefault = 0.5f; public static readonly Vector3 NoiseVelocityDefault = new Vector3(0.07f, 0.18f, 0.05f); public const BlendingMode BlendingModeDefault = BlendingMode.Additive; public const ShaderAccuracy ShaderAccuracyDefault = ShaderAccuracy.Fast; public const float FadeOutBeginDefault = -150; public const float FadeOutEndDefault = -200; public const Dimensions DimensionsDefault = Dimensions.Dim3D; public static readonly Vector2 TiltDefault = Vector2.zero; public static readonly Vector3 SkewingLocalForwardDirectionDefault = Vector3.forward; public const Transform ClippingPlaneTransformDefault = null; // DYNAMIC OCCLUSION public static readonly LayerMask DynOcclusionLayerMaskDefault = 1; // Default layer public const float DynOcclusionFadeDistanceToSurfaceDefault = 0.25f; public const DynamicOcclusionUpdateRate DynamicOcclusionUpdateRateDefault = DynamicOcclusionUpdateRate.EveryXFrames; public const int DynOcclusionWaitFramesCountDefault = 3; public const Dimensions DynOcclusionRaycastingDimensionsDefault = Dimensions.Dim3D; public const bool DynOcclusionRaycastingConsiderTriggersDefault = false; public const float DynOcclusionRaycastingMinOccluderAreaDefault = 0.0f; public const float DynOcclusionRaycastingMinSurfaceRatioDefault = 0.5f; public const float DynOcclusionRaycastingMinSurfaceRatioMin = 50f; public const float DynOcclusionRaycastingMinSurfaceRatioMax = 100f; public const float DynOcclusionRaycastingMaxSurfaceDotDefault = 0.25f; // around 75 degrees public const float DynOcclusionRaycastingMaxSurfaceAngleMin = 45f; public const float DynOcclusionRaycastingMaxSurfaceAngleMax = 90f; public const PlaneAlignment DynOcclusionRaycastingPlaneAlignmentDefault = PlaneAlignment.Surface; public const float DynOcclusionRaycastingPlaneOffsetDefault = 0.1f; public const int DynOcclusionDepthBufferDepthMapResolutionDefault = 32; public const bool DynOcclusionDepthBufferOcclusionCullingDefault = true; // CONFIG public const bool ConfigGeometryOverrideLayerDefault = true; public const int ConfigGeometryLayerIDDefault = 1; public const string ConfigGeometryTagDefault = "Untagged"; public const string ConfigFadeOutCameraTagDefault = "MainCamera"; public const RenderQueue ConfigGeometryRenderQueueDefault = RenderQueue.Transparent; public const RenderPipeline ConfigGeometryRenderPipelineDefault = RenderPipeline.BuiltIn; public const RenderingMode ConfigGeometryRenderingModeDefault = RenderingMode.SinglePass; public const int ConfigNoise3DSizeDefault = 64; public const int ConfigSharedMeshSides = 24; public const int ConfigSharedMeshSegments = 5; public const float ConfigDitheringFactor = 0.0f; public const bool ConfigFeatureEnabledDefault = true; public const FeatureEnabledColorGradient ConfigFeatureEnabledColorGradientDefault = FeatureEnabledColorGradient.HighOnly; } }