using UnityEngine.Scripting.APIUpdating;
namespace UnityEditor.Rendering.Universal
{
///
/// The surface type for your material.
///
public enum UpgradeSurfaceType
{
///
/// Use this for opaque surfaces.
///
Opaque,
///
/// Use this for transparent surfaces.
///
Transparent
}
///
/// The blend mode for your material.
///
public enum UpgradeBlendMode
{
///
/// Use this for alpha blend mode.
///
Alpha,
///
/// Use this for premultiply blend mode.
///
Premultiply,
///
/// Use this for additive blend mode.
///
Additive,
///
/// Use this for multiply blend mode.
///
Multiply
}
///
/// Options for Specular source.
///
public enum SpecularSource
{
///
/// Use this to use specular texture and color.
///
SpecularTextureAndColor,
///
/// Use this when not using specular.
///
NoSpecular
}
///
/// Options to select the texture channel where the smoothness value is stored.
///
public enum SmoothnessSource
{
///
/// Use this when smoothness is stored in the alpha channel of the Specular Map.
///
SpecularAlpha,
///
/// Use this when smoothness is stored in the alpha channel of the base Map.
///
BaseAlpha,
}
///
/// Options to select the source for reflections.
///
public enum ReflectionSource
{
///
/// Use this when there are no reflections.
///
NoReflection,
///
/// Use this when the source comes from a cubemap.
///
Cubemap,
///
/// Use this when the source comes from a reflection probe.
///
ReflectionProbe
}
///
/// Container for the upgrade parameters.
///
public struct UpgradeParams
{
///
/// Surface type upgrade parameters.
///
public UpgradeSurfaceType surfaceType { get; set; }
///
/// Blend mode upgrade parameters.
///
public UpgradeBlendMode blendMode { get; set; }
///
/// Alpha clip upgrade parameters.
///
public bool alphaClip { get; set; }
///
/// Specular source upgrade parameters.
///
public SpecularSource specularSource { get; set; }
///
/// Smoothness source upgrade parameters.
///
public SmoothnessSource smoothnessSource { get; set; }
}
}