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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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namespace Gaia
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{
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public class GaiaLightingProfile : ScriptableObject
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{
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[HideInInspector]
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public bool m_multiSceneLightingSupport = true;
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[HideInInspector]
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public bool m_updateInRealtime = false;
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//[HideInInspector]
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//public GaiaConstants.GaiaLightingProfileType m_lightingProfile = GaiaConstants.GaiaLightingProfileType.Day;
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[HideInInspector]
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public int m_selectedLightingProfileValuesIndex = 0;
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[HideInInspector]
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public bool m_renamingProfile = false;
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[HideInInspector]
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public bool m_editSettings = false;
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[HideInInspector]
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public GaiaConstants.BakeMode m_lightingBakeMode = GaiaConstants.BakeMode.Realtime;
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#if UNITY_EDITOR
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#if UNITY_2020_1_OR_NEWER
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public LightingSettings.Lightmapper m_lightmappingMode = LightingSettings.Lightmapper.ProgressiveGPU;
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#else
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public LightmapEditorSettings.Lightmapper m_lightmappingMode = LightmapEditorSettings.Lightmapper.ProgressiveGPU;
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#endif
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#endif
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[HideInInspector]
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public Material m_masterSkyboxMaterial;
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public List<GaiaLightingProfileValues> m_lightingProfiles = new List<GaiaLightingProfileValues>();
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[HideInInspector]
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public bool m_parentObjects = true;
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[HideInInspector]
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public bool m_hideProcessVolume = true;
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[HideInInspector]
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public bool m_enablePostProcessing = true;
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[HideInInspector]
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public bool m_enableAmbientAudio = true;
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[HideInInspector]
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public bool m_enableFog = true;
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[HideInInspector]
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public GaiaConstants.GaiaProAntiAliasingMode m_antiAliasingMode = GaiaConstants.GaiaProAntiAliasingMode.TAA;
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[HideInInspector]
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public float m_AAJitterSpread = 0.55f;
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[HideInInspector]
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public float m_AAStationaryBlending = 0.95f;
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[HideInInspector]
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public float m_AAMotionBlending = 0.9f;
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[HideInInspector]
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public float m_AASharpness = 0.25f;
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[HideInInspector]
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public float m_antiAliasingTAAStrength = 0.7f;
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[HideInInspector]
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public bool m_cameraDithering = true;
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[HideInInspector]
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public float m_cameraAperture = 16f;
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[HideInInspector]
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public bool m_usePhysicalCamera = false;
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[HideInInspector]
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public Vector2 m_cameraSensorSize = new Vector2(70.41f, 52.63f);
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[HideInInspector]
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public float m_cameraFocalLength = 50f;
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[HideInInspector]
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public bool m_globalReflectionProbe = true;
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//Auto DOF
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public bool m_enableAutoDOF = true;
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public LayerMask m_dofLayerDetection = 1;
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/// <summary>
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/// Create Gaia Lighting System Profile asset
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/// </summary>
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#if UNITY_EDITOR
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[MenuItem("Assets/Create/Procedural Worlds/Gaia/Lighting Profile")]
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public static void CreateSkyProfiles()
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{
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GaiaLightingProfile asset = ScriptableObject.CreateInstance<GaiaLightingProfile>();
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AssetDatabase.CreateAsset(asset, "Assets/Gaia Lighting System Profile.asset");
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AssetDatabase.SaveAssets();
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EditorUtility.FocusProjectWindow();
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Selection.activeObject = asset;
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}
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#endif
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}
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}
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