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#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
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