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; } } }