using UnityEngine.Rendering.HighDefinition; namespace HTraceWSGI.Scripts.Globals { public enum DebugModeWS { None = 0, GlobalIllumination, GeometryNormals, Shadowmap, VoxelizedColor, VoxelizedLighting, } public enum VoxelizationUpdateMode { //todo: stuggered uncomment Constant = 0, Partial } public enum RayCountMode { Performance = 0, Quality, Cinematic } public enum HInjectionPoint { AfterOpaqueDepthAndNormal = CustomPassInjectionPoint.AfterOpaqueDepthAndNormal, BeforeTransparent = CustomPassInjectionPoint.BeforeTransparent, BeforePostProcess = CustomPassInjectionPoint.BeforePostProcess, } public enum Multibounce { None = 0, IrradianceCache = 1, AdaptiveProbeVolumes, } }