using UnityEngine.Serialization; namespace UnityEngine.Rendering { /// <summary> /// The available options for range reduction/tonemapping when outputting to an HDR device. /// </summary> [GenerateHLSL] public enum HDRRangeReduction { /// <summary> /// No range reduction. /// </summary> None, /// <summary> /// Reinhard tonemapping. /// </summary> Reinhard, /// <summary> /// BT2390 Hermite spline EETF range reduction. /// </summary> BT2390, /// <summary> /// ACES tonemapping preset for 1000 nits displays. /// </summary> ACES1000Nits, /// <summary> /// ACES tonemapping preset for 2000 nits displays. /// </summary> ACES2000Nits, /// <summary> /// ACES tonemapping preset for 4000 nits displays. /// </summary> ACES4000Nits } /// <summary> /// The available options for colorspace when outputting to an HDR device. /// </summary> [GenerateHLSL] public enum HDRColorspace { /// <summary> /// Rec709 color primaries with D65 white point. /// </summary> Rec709, /// <summary> /// Rec2020 color primaries with D65 white point. /// </summary> Rec2020, /// <summary> /// P3 color primaries with D65 white point. /// </summary> P3D65 } /// <summary> /// The available options for color encoding when outputting to an HDR device. /// </summary> [GenerateHLSL] public enum HDREncoding { /// <summary> /// Linear OETF. /// </summary> Linear = TransferFunction.Linear, /// <summary> /// ST 2084 PQ OETF /// </summary> PQ = TransferFunction.PQ, /// <summary> /// Gamma 2.2 OETF. /// </summary> Gamma22 = TransferFunction.Gamma22, /// <summary> /// sRGB curve OETF. /// </summary> sRGB = TransferFunction.sRGB } }