using UnityEngine.Rendering; #if UNITY_EDITOR using UnityEditor; #endif namespace UnityEngine.Experimental.Rendering { [System.Serializable] internal struct ProbeDilationSettings { public bool enableDilation; public float dilationDistance; public float dilationValidityThreshold; public int dilationIterations; public bool squaredDistWeighting; } [System.Serializable] internal struct VirtualOffsetSettings { public bool useVirtualOffset; public float outOfGeoOffset; public float searchMultiplier; } // TODO: Use this structure in the actual authoring component rather than just a mean to group output parameters. [System.Serializable] internal struct ProbeVolumeBakingProcessSettings { public ProbeDilationSettings dilationSettings; public VirtualOffsetSettings virtualOffsetSettings; } }