namespace UnityEngine.Experimental.Rendering.HDPipeline { [SkyUniqueID((int)SkyType.ProceduralSky)] public class ProceduralSky : SkySettings { public ClampedFloatParameter sunSize = new ClampedFloatParameter(0.04f, 0.0f, 1.0f); public ClampedFloatParameter sunSizeConvergence = new ClampedFloatParameter(5.0f, 1.0f, 10.0f); public ClampedFloatParameter atmosphereThickness = new ClampedFloatParameter(1.0f, 0.0f, 5.0f); public ColorParameter skyTint = new ColorParameter(new Color(0.5f, 0.5f, 0.5f, 1.0f)); public ColorParameter groundColor = new ColorParameter(new Color(0.369f, 0.349f, 0.341f, 1.0f)); public BoolParameter enableSunDisk = new BoolParameter(true); public override SkyRenderer CreateRenderer() { return new ProceduralSkyRenderer(this); } public override int GetHashCode() { int hash = base.GetHashCode(); unchecked { hash = hash * 23 + sunSize.GetHashCode(); hash = hash * 23 + sunSizeConvergence.GetHashCode(); hash = hash * 23 + atmosphereThickness.GetHashCode(); hash = hash * 23 + skyTint.GetHashCode(); hash = hash * 23 + groundColor.GetHashCode(); hash = hash * 23 + multiplier.GetHashCode(); hash = hash * 23 + enableSunDisk.GetHashCode(); } return hash; } } }