namespace UnityEngine.Experimental.Rendering.HDPipeline { [ExecuteInEditMode] [AddComponentMenu("Rendering/Volumetric Lighting Controller", 1101)] public class VolumetricLightingController : MonoBehaviour { public VolumetricLightingSystem.ControllerParameters parameters; public VolumetricLightingController() { parameters.vBufferNearPlane = 0.5f; parameters.vBufferFarPlane = 64.0f; parameters.depthSliceDistributionUniformity = 0.75f; } private void Awake() { } private void OnEnable() { } private void OnDisable() { } private void Update() { } private void OnValidate() { var camera = GetComponent(); if (camera != null) { // We must not allow the V-Buffer to extend past the camera's frustum. float n = camera.nearClipPlane; float f = camera.farClipPlane; parameters.vBufferFarPlane = Mathf.Clamp(parameters.vBufferFarPlane, n, f); parameters.vBufferNearPlane = Mathf.Clamp(parameters.vBufferNearPlane, n, parameters.vBufferFarPlane); parameters.depthSliceDistributionUniformity = Mathf.Clamp01(parameters.depthSliceDistributionUniformity); } else { Debug.Log("Volumetric Lighting Controller must be attached to a camera!"); } } } } // UnityEngine.Experimental.Rendering.HDPipeline