using System.Collections; using System.Collections.Generic; using UnityEngine; using System; namespace UnityEngine.Experimental.Rendering.HDPipeline { // All the structures here represent global engine settings. // It means that they are supposed to be setup once and not changed during the game. // All of these will be serialized in the HDRenderPipelineInstance used for the project. [Serializable] public class GlobalTextureSettings { public const int kHDDefaultSpotCookieSize = 128; public const int kHDDefaultPointCookieSize = 512; public const int kHDDefaultReflectionCubemapSize = 128; public int spotCookieSize = kHDDefaultSpotCookieSize; public int pointCookieSize = kHDDefaultPointCookieSize; public int reflectionCubemapSize = kHDDefaultReflectionCubemapSize; public bool reflectionCacheCompressed = false; } [Serializable] public class GlobalRenderingSettings { public bool useForwardRenderingOnly; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically. public bool useDepthPrepassWithDeferredRendering; public bool renderAlphaTestOnlyInDeferredPrepass; // We have to fall back to forward-only rendering when scene view is using wireframe rendering mode -- // as rendering everything in wireframe + deferred do not play well together public bool ShouldUseForwardRenderingOnly() { return useForwardRenderingOnly || GL.wireframe; } } }