Consts.cs 6.0 KB

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  1. using UnityEngine;
  2. namespace VLB
  3. {
  4. public static class Consts
  5. {
  6. // HELP
  7. const string HelpUrlBase = "http://saladgamer.com/vlb-doc/";
  8. public const string HelpUrlBeam = HelpUrlBase + "comp-lightbeam/";
  9. public const string HelpUrlDustParticles = HelpUrlBase + "comp-dustparticles/";
  10. public const string HelpUrlDynamicOcclusionRaycasting = HelpUrlBase + "comp-dynocclusion-raycasting/";
  11. public const string HelpUrlDynamicOcclusionDepthBuffer = HelpUrlBase + "comp-dynocclusion-depthbuffer/";
  12. public const string HelpUrlTriggerZone = HelpUrlBase + "comp-triggerzone/";
  13. public const string HelpUrlSkewingHandle = HelpUrlBase + "comp-skewinghandle/";
  14. public const string HelpUrlConfig = HelpUrlBase + "config/";
  15. // INTERNAL
  16. public static readonly bool ProceduralObjectsVisibleInEditor = true;
  17. public static HideFlags ProceduralObjectsHideFlags { get { return ProceduralObjectsVisibleInEditor ? (HideFlags.NotEditable | HideFlags.DontSave) : (HideFlags.HideAndDontSave); } }
  18. // BEAM
  19. public static readonly Color FlatColor = Color.white;
  20. public const ColorMode ColorModeDefault = ColorMode.Flat;
  21. public const float IntensityDefault = 1f;
  22. public const float IntensityMin = 0f;
  23. public const float IntensityMax = 8f;
  24. public const float SpotAngleDefault = 35f;
  25. public const float SpotAngleMin = 0.1f;
  26. public const float SpotAngleMax = 179.9f;
  27. public const float ConeRadiusStart = 0.1f;
  28. public const MeshType GeomMeshType = MeshType.Shared;
  29. public const int GeomSidesDefault = 18;
  30. public const int GeomSidesMin = 3;
  31. public const int GeomSidesMax = 256;
  32. public const int GeomSegmentsDefault = 5;
  33. public const int GeomSegmentsMin = 0;
  34. public const int GeomSegmentsMax = 64;
  35. public const bool GeomCap = false;
  36. public const AttenuationEquation AttenuationEquationDefault = AttenuationEquation.Quadratic;
  37. public const float AttenuationCustomBlending = 0.5f;
  38. public const float FallOffStart = 0f;
  39. public const float FallOffEnd = 3f;
  40. public const float FallOffDistancesMinThreshold = 0.01f;
  41. public const float DepthBlendDistance = 2f;
  42. public const float CameraClippingDistance = 0.5f;
  43. public const float FresnelPowMaxValue = 10f;
  44. public const float FresnelPow = 8f;
  45. public const float GlareFrontal = 0.5f;
  46. public const float GlareBehind = 0.5f;
  47. public const NoiseMode NoiseModeDefault = NoiseMode.Disabled;
  48. public const float NoiseIntensityMin = 0.0f;
  49. public const float NoiseIntensityMax = 1.0f;
  50. public const float NoiseIntensityDefault = 0.5f;
  51. public const float NoiseScaleMin = 0.01f;
  52. public const float NoiseScaleMax = 2f;
  53. public const float NoiseScaleDefault = 0.5f;
  54. public static readonly Vector3 NoiseVelocityDefault = new Vector3(0.07f, 0.18f, 0.05f);
  55. public const BlendingMode BlendingModeDefault = BlendingMode.Additive;
  56. public const ShaderAccuracy ShaderAccuracyDefault = ShaderAccuracy.Fast;
  57. public const float FadeOutBeginDefault = -150;
  58. public const float FadeOutEndDefault = -200;
  59. public const Dimensions DimensionsDefault = Dimensions.Dim3D;
  60. public static readonly Vector2 TiltDefault = Vector2.zero;
  61. public static readonly Vector3 SkewingLocalForwardDirectionDefault = Vector3.forward;
  62. public const Transform ClippingPlaneTransformDefault = null;
  63. // DYNAMIC OCCLUSION
  64. public static readonly LayerMask DynOcclusionLayerMaskDefault = 1; // Default layer
  65. public const float DynOcclusionFadeDistanceToSurfaceDefault = 0.25f;
  66. public const DynamicOcclusionUpdateRate DynamicOcclusionUpdateRateDefault = DynamicOcclusionUpdateRate.EveryXFrames;
  67. public const int DynOcclusionWaitFramesCountDefault = 3;
  68. public const Dimensions DynOcclusionRaycastingDimensionsDefault = Dimensions.Dim3D;
  69. public const bool DynOcclusionRaycastingConsiderTriggersDefault = false;
  70. public const float DynOcclusionRaycastingMinOccluderAreaDefault = 0.0f;
  71. public const float DynOcclusionRaycastingMinSurfaceRatioDefault = 0.5f;
  72. public const float DynOcclusionRaycastingMinSurfaceRatioMin = 50f;
  73. public const float DynOcclusionRaycastingMinSurfaceRatioMax = 100f;
  74. public const float DynOcclusionRaycastingMaxSurfaceDotDefault = 0.25f; // around 75 degrees
  75. public const float DynOcclusionRaycastingMaxSurfaceAngleMin = 45f;
  76. public const float DynOcclusionRaycastingMaxSurfaceAngleMax = 90f;
  77. public const PlaneAlignment DynOcclusionRaycastingPlaneAlignmentDefault = PlaneAlignment.Surface;
  78. public const float DynOcclusionRaycastingPlaneOffsetDefault = 0.1f;
  79. public const int DynOcclusionDepthBufferDepthMapResolutionDefault = 32;
  80. public const bool DynOcclusionDepthBufferOcclusionCullingDefault = true;
  81. // CONFIG
  82. public const bool ConfigGeometryOverrideLayerDefault = true;
  83. public const int ConfigGeometryLayerIDDefault = 1;
  84. public const string ConfigGeometryTagDefault = "Untagged";
  85. public const string ConfigFadeOutCameraTagDefault = "MainCamera";
  86. public const RenderQueue ConfigGeometryRenderQueueDefault = RenderQueue.Transparent;
  87. public const RenderPipeline ConfigGeometryRenderPipelineDefault = RenderPipeline.BuiltIn;
  88. public const RenderingMode ConfigGeometryRenderingModeDefault = RenderingMode.SinglePass;
  89. public const int ConfigNoise3DSizeDefault = 64;
  90. public const int ConfigSharedMeshSides = 24;
  91. public const int ConfigSharedMeshSegments = 5;
  92. public const float ConfigDitheringFactor = 0.0f;
  93. public const bool ConfigFeatureEnabledDefault = true;
  94. public const FeatureEnabledColorGradient ConfigFeatureEnabledColorGradientDefault = FeatureEnabledColorGradient.HighOnly;
  95. }
  96. }