public class ScreenSpaceReflectionModel : PostProcessingModel
{
public enum SSRResolution
{
High = 0,
Low = 2
}
public enum SSRReflectionBlendType
{
PhysicallyBased,
Additive
}
[Serializable]
public struct IntensitySettings
{
[Tooltip("Nonphysical multiplier for the SSR reflections. 1.0 is physically based.")]
[Range(0.0f, 2.0f)]
public float reflectionMultiplier;
[Tooltip("How far away from the maxDistance to begin fading SSR.")]
[Range(0.0f, 1000.0f)]
public float fadeDistance;
[Tooltip("Amplify Fresnel fade out. Increase if floor reflections look good close to the surface and bad farther 'under' the floor.")]
[Range(0.0f, 1.0f)]
public float fresnelFade;
[Tooltip("Higher values correspond to a faster Fresnel fade as the reflection changes from the grazing angle.")]
[Range(0.1f, 10.0f)]
public float fresnelFadePower;
}
[Serializable]
public struct ReflectionSettings
{
// When enabled, we just add our reflections on top of the existing ones. This is physically incorrect, but several
// popular demos and games have taken this approach, and it does hide some artifacts.
[Tooltip("How the reflections are blended into the render.")]
public SSRReflectionBlendType blendType;
[Tooltip("Half resolution SSRR is much faster, but less accurate.")]
public SSRResolution reflectionQuality;
[Tooltip("Maximum reflection distance in world units.")]
[Range(0.1f, 300.0f)]
public float maxDistance;
/// REFLECTIONS
[Tooltip("Max raytracing length.")]
[Range(16, 1024)]
public int iterationCount;
[Tooltip("Log base 2 of ray tracing coarse step size. Higher traces farther, lower gives better quality silhouettes.")]
[Range(1, 16)]
public int stepSize;
[Tooltip("Typical thickness of columns, walls, furniture, and other objects that reflection rays might pass behind.")]
[Range(0.01f, 10.0f)]
public float widthModifier;
[Tooltip("Blurriness of reflections.")]
[Range(0.1f, 8.0f)]
public float reflectionBlur;
[Tooltip("Disable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
public bool reflectBackfaces;
}
[Serializable]
public struct ScreenEdgeMask
{
[Tooltip("Higher = fade out SSRR near the edge of the screen so that reflections don't pop under camera motion.")]