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using UnityEngine.Serialization;
using UnityEngine.Experimental.Rendering.HDPipeline;
namespace UnityEngine.Experimental.Rendering
{
[RequireComponent(typeof(ReflectionProbe))]
public class HDAdditionalReflectionData : MonoBehaviour
{
[HideInInspector]
public float version = 1.0f;
public ShapeType influenceShape;
[FormerlySerializedAsAttribute("dimmer")]
public float multiplier = 1.0f;
[Range(0.0f, 1.0f)]
public float weight = 1.0f;
public float influenceSphereRadius = 3.0f;
public float sphereReprojectionVolumeRadius = 1.0f;
public bool useSeparateProjectionVolume = false;
public Vector3 boxReprojectionVolumeSize = Vector3.one;
public Vector3 boxReprojectionVolumeCenter = Vector3.zero;
public float maxSearchDistance = 8.0f;
public Texture previewCubemap;
public Vector3 blendDistancePositive = Vector3.zero;
public Vector3 blendDistanceNegative = Vector3.zero;
public Vector3 blendNormalDistancePositive = Vector3.zero;
public Vector3 blendNormalDistanceNegative = Vector3.zero;
public Vector3 boxSideFadePositive = Vector3.one;
public Vector3 boxSideFadeNegative = Vector3.one;
//editor value that need to be saved for easy passing from simplified to advanced and vice et versa
// /!\ must not be used outside editor code
[SerializeField] private Vector3 editorAdvancedModeBlendDistancePositive;
[SerializeField] private Vector3 editorAdvancedModeBlendDistanceNegative;
[SerializeField] private float editorSimplifiedModeBlendDistance;
[SerializeField] private Vector3 editorAdvancedModeBlendNormalDistancePositive;
[SerializeField] private Vector3 editorAdvancedModeBlendNormalDistanceNegative;
[SerializeField] private float editorSimplifiedModeBlendNormalDistance;
[SerializeField] private bool editorAdvancedModeEnabled;
public ReflectionProxyVolumeComponent proxyVolumeComponent;
public Vector3 boxBlendCenterOffset { get { return (blendDistanceNegative - blendDistancePositive) * 0.5f; } }
public Vector3 boxBlendSizeOffset { get { return -(blendDistancePositive + blendDistanceNegative); } }
public Vector3 boxBlendNormalCenterOffset { get { return (blendNormalDistanceNegative - blendNormalDistancePositive) * 0.5f; } }
public Vector3 boxBlendNormalSizeOffset { get { return -(blendNormalDistancePositive + blendNormalDistanceNegative); } }
public float sphereBlendRadiusOffset { get { return -blendDistancePositive.x; } }
public float sphereBlendNormalRadiusOffset { get { return -blendNormalDistancePositive.x; } }
}
}