using System; namespace UnityEngine.Rendering { public enum DynamicResolutionType : byte { Software, Hardware, //Temporal // Not yet supported } public enum DynamicResUpscaleFilter : byte { Bilinear, CatmullRom, Lanczos, // Difference of Gaussians? [aka unsharp] } [Serializable] public struct GlobalDynamicResolutionSettings { /// Default GlobalDynamicResolutionSettings public static readonly GlobalDynamicResolutionSettings @default = new GlobalDynamicResolutionSettings() { maxPercentage = 100.0f, minPercentage = 100.0f, // It fall-backs to software when not supported, so it makes sense to have it on by default. dynResType = DynamicResolutionType.Hardware, upsampleFilter = DynamicResUpscaleFilter.CatmullRom, forcedPercentage = 100.0f }; public bool enabled; public float maxPercentage; public float minPercentage; public DynamicResolutionType dynResType; public DynamicResUpscaleFilter upsampleFilter; public bool forceResolution; public float forcedPercentage; } }