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-rw-r--r--VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs60
-rw-r--r--VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs.meta12
2 files changed, 72 insertions, 0 deletions
diff --git a/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs b/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs
new file mode 100644
index 00000000..e70feae5
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs
@@ -0,0 +1,60 @@
+#if UNITY_EDITOR
+
+using UnityEditor;
+using UnityEngine;
+
+public class BakeryProjectSettings : ScriptableObject
+{
+ // Affects texture import settings for lightmaps
+ [SerializeField]
+ public bool mipmapLightmaps = false;
+
+ // Use PNG instead of TGA for shadowmasks, directions and L1 maps
+ public enum FileFormat
+ {
+ TGA = 0,
+ PNG = 1
+ }
+ [SerializeField]
+ public FileFormat format8bit = FileFormat.TGA;
+
+ // Padding values for atlas packers
+ [SerializeField]
+ public int texelPaddingForDefaultAtlasPacker = 3;
+ [SerializeField]
+ public int texelPaddingForXatlasAtlasPacker = 1;
+
+ // Scales resolution for alpha Meta Pass maps
+ [SerializeField]
+ public int alphaMetaPassResolutionMultiplier = 2;
+
+ // Render mode for all volumes in the scene. Defaults to Auto, which uses global scene render mode.
+ [SerializeField]
+ public int volumeRenderMode = 1000;//BakeryLightmapGroup.RenderMode.Auto;
+
+ // Should previously rendered Bakery lightmaps be deleted before the new bake?
+ // Turned off by default because I'm scared of deleting anything
+ [SerializeField]
+ public bool deletePreviousLightmapsBeforeBake = false;
+
+ // Print information about the bake process to console?
+ [System.FlagsAttribute]
+ public enum LogLevel
+ {
+ Nothing = 0,
+ Info = 1, // print to Debug.Log
+ Warning = 2 // print to Debug.LogWarning
+ }
+ [SerializeField]
+ public int logLevel = (int)(LogLevel.Info | LogLevel.Warning);
+
+ // Make it work more similar to original Unity behaviour
+ [SerializeField]
+ public bool alternativeScaleInLightmap = false;
+
+ // Should we adjust sample positions to prevent incorrect shadowing on very low-poly meshes with smooth normals?
+ [SerializeField]
+ public bool generateSmoothPos = true;
+}
+
+#endif
diff --git a/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs.meta b/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs.meta
new file mode 100644
index 00000000..d892f1de
--- /dev/null
+++ b/VRCSDK3Worlds/Assets/Bakery/BakeryProjectSettings.cs.meta
@@ -0,0 +1,12 @@
+fileFormatVersion: 2
+guid: 05ce0574111032a418688d5d3961cb09
+timeCreated: 1622045898
+licenseType: Store
+MonoImporter:
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant: