namespace VLB
{
public enum FeatureEnabledColorGradient
{
Off, // Do not support having a gradient as color
HighOnly, // Support gradient color only for devices with Shader Level = 35 or higher
HighAndLow // Support gradient color for all devices
};
public enum ColorMode
{
Flat, // Apply a flat/plain/single color
Gradient // Apply a gradient
}
public enum AttenuationEquation
{
Linear = 0, // Simple linear attenuation.
Quadratic = 1, // Quadratic attenuation, which usually gives more realistic results.
Blend = 2 // Custom blending mix between linear and quadratic attenuation formulas. Use attenuationEquation property to tweak the mix.
}
public enum BlendingMode
{
Additive,
SoftAdditive,
TraditionalTransparency,
}
public enum ShaderAccuracy
{
/// Default accuracy: a lot of computation are done on the vertex shader to maximize performance.
Fast,
/// Higher accuracy: most of the computation are done on the pixel shader to maximize graphical quality at some performance cost.
High,
}
public enum NoiseMode
{
/// 3D Noise is disabled
Disabled,
/// 3D Noise is enabled: noise will look static compared to the world
WorldSpace,
/// 3D Noise is enabled: noise will look static compared to the beam position
LocalSpace,
}
public enum MeshType
{
Shared, // Use the global shared mesh (recommended setting, since it will save a lot on memory). Will use the geometry properties set on Config.
Custom, // Use a custom mesh instead. Will use the geometry properties set on the beam.
}
public enum RenderPipeline
{
/// Unity's built-in Render Pipeline.
BuiltIn,
/// Use the Universal Render Pipeline.
URP,
/// Use the High Definition Render Pipeline.
HDRP,
}
public enum RenderingMode
{
/// Use the 2 pass shader. Will generate 2 drawcalls per beam (Not compatible with custom Render Pipeline such as HDRP and LWRP).
MultiPass,
/// Use the 1 pass shader. Will generate 1 drawcall per beam.
SinglePass,
/// Dynamically batch multiple beams to combine and reduce draw calls.
GPUInstancing,
/// Use the SRP Batcher to automatically batch multiple beams and reduce draw calls. Only available when using SRP.
SRPBatcher,
}
public enum RenderQueue
{
/// Specify a custom render queue.
Custom = 0,
/// This render queue is rendered before any others.
Background = 1000,
/// Opaque geometry uses this queue.
Geometry = 2000,
/// Alpha tested geometry uses this queue.
AlphaTest = 2450,
/// Last render queue that is considered "opaque".
GeometryLast = 2500,
/// This render queue is rendered after Geometry and AlphaTest, in back-to-front order.
Transparent = 3000,
/// This render queue is meant for overlay effects.
Overlay = 4000,
}
public enum Dimensions
{
/// 3D
Dim3D,
/// 2D
Dim2D
}
public enum PlaneAlignment
{
/// Align the plane to the surface normal which blocks the beam. Works better for large occluders such as floors and walls.
Surface,
/// Keep the plane aligned with the beam direction. Works better with more complex occluders or with corners.
Beam
}
[System.Flags]
public enum DynamicOcclusionUpdateRate
{
Never = 1 << 0,
OnEnable = 1 << 1,
OnBeamMove = 1 << 2,
EveryXFrames = 1 << 3,
OnBeamMoveAndEveryXFrames = OnBeamMove | EveryXFrames,
}
public enum ParticlesDirection
{
/// Random direction.
Random,
/// Particles follow the velicity direction in local space (Z is along the beam).
LocalSpace,
/// Particles follow the velicity direction in world space.
WorldSpace
};
}