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Clean up Public API Documentation #6151

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Oct 28, 2021
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Original file line number Diff line number Diff line change
Expand Up @@ -482,7 +482,6 @@ public ColorPickerDebugMode GetDebugColorPickerMode()
return data.colorPickerDebugSettings.colorPickerMode;
}

/// <summary>
/// <summary>
/// Returns true if camera visibility is frozen.
/// </summary>
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Expand Up @@ -126,7 +126,7 @@ public float volumetricFogBudget
private ClampedFloatParameter m_VolumetricFogBudget = new ClampedFloatParameter(0.25f, 0.0f, 1.0f);

/// <summary>Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions.</summary>
/// <remarks>A value of 0 means Unity allocates all of the resources to the XY resolution, which reduces aliasing, but increases noise. A value of 1 means Unity allocates all of the resources to the Z resolution, which reduces noise, but increases aliasing. This property allows for linear interpolation between the two configurations.<remarks>
/// <remarks>A value of 0 means Unity allocates all of the resources to the XY resolution, which reduces aliasing, but increases noise. A value of 1 means Unity allocates all of the resources to the Z resolution, which reduces noise, but increases aliasing. This property allows for linear interpolation between the two configurations.</remarks>
public float resolutionDepthRatio
{
get
Expand All @@ -138,6 +138,8 @@ public float resolutionDepthRatio
}
set { m_ResolutionDepthRatio.value = value; }
}

/// <summary>Controls how Unity shares resources between Screen (XY) and Depth (Z) resolutions.</summary>
[AdditionalProperty]
[SerializeField, FormerlySerializedAs("resolutionDepthRatio")]
[Tooltip("Controls how Unity shares resources between Screen (x-axis and y-axis) and Depth (z-axis) resolutions.")]
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Original file line number Diff line number Diff line change
Expand Up @@ -107,7 +107,7 @@ unsafe void SetPreconvolvedAmbientLightProbe(ref ShaderVariablesClouds cb, Volum
}
}

public static void OnComputeAmbientProbeDone(AsyncGPUReadbackRequest request)
static void OnComputeAmbientProbeDone(AsyncGPUReadbackRequest request)
{
if (!request.hasError)
{
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Original file line number Diff line number Diff line change
Expand Up @@ -4079,7 +4079,7 @@ void PrepareColorGradingParameters(ColorGradingPassData passData)
}

// Returns color balance coefficients in the LMS space
public static Vector3 GetColorBalanceCoeffs(float temperature, float tint)
static Vector3 GetColorBalanceCoeffs(float temperature, float tint)
{
// Range ~[-1.5;1.5] works best
float t1 = temperature / 65f;
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Original file line number Diff line number Diff line change
Expand Up @@ -217,18 +217,10 @@ private static bool UpdateMaterialCRC(int matInstanceId, int matCRC)
/// </summary>
/// <param name="targetRTAS">Ray Tracing Acceleration structure the renderer should be added to.</param>
/// <param name="currentRenderer">The renderer that should be added to the RTAS.</param>
/// <param name="rayTracedShadow">Flag that defines if at least one light has ray traced shadows.</param>
/// <param name="aoEnabled">Flag that defines if ray traced ambient occlusion will be evaluated using this RTAS.</param>
/// <param name="aoLayerValue">Layer mask to include objects into the ray traced ambient occlusion.</param>
/// <param name="reflEnabled">Flag that defines if ray traced reflections will be evaluated using this RTAS.</param>
/// <param name="reflLayerValue">Layer mask to include objects into the ray traced reflections.</param>
/// <param name="giEnabled">Flag that defines if ray traced global illumination will be evaluated using this RTAS.</param>
/// <param name="giLayerValue">Layer mask to include objects into the ray traced global illumination.</param>
/// <param name="recursiveEnabled">Flag that defines if recursive rendering will be evaluated using this RTAS.</param>
/// <param name="rrLayerValue">Layer mask to include objects into the recursive rendering.</param>
/// <param name="pathTracingEnabled">Flag that defines if path tracing will be evaluated using this RTAS.</param>
/// <param name="ptLayerValue">Layer mask to include objects into the path tracing.</param>
/// <returns>AccelerationStructureStatus type.</returns>
/// <param name="effectsParameters">Structure defining the enabled ray tracing and path tracing effects for a camera.</param>
/// <param name="transformDirty">Flag that indicates if the renderer's transform has changed.</param>
/// <param name="materialsDirty">Flag that indicates if any of the renderer's materials have changed.</param>
/// <returns></returns>
public static AccelerationStructureStatus AddInstanceToRAS(RayTracingAccelerationStructure targetRTAS, Renderer currentRenderer, HDEffectsParameters effectsParameters, ref bool transformDirty, ref bool materialsDirty)
{
// Get all the materials of the mesh renderer
Expand Down Expand Up @@ -463,7 +455,14 @@ void CollectLightsForRayTracing(HDCamera hdCamera, ref bool transformDirty)
+ m_RayTracingLights.reflectionProbeArray.Count;
}

static public HDEffectsParameters EvaluateEffectsParameters(HDCamera hdCamera, bool rayTracedShadows, bool rayTracedContactShadows)
/// <summary>
/// Function that returns the ray tracing and path tracing effects that are enabled for a given camera.
/// </summary>
/// <param name="hdCamera">The input camera</param>
/// <param name="rayTracedShadows">Flag that defines if at least one light has ray traced shadows.</param>
/// <param name="rayTracedContactShadows">Flag that defines if at least one light has ray traced contact shadows</param>
/// <returns>HDEffectsParameters type.</returns>
public static HDEffectsParameters EvaluateEffectsParameters(HDCamera hdCamera, bool rayTracedShadows, bool rayTracedContactShadows)
{
HDEffectsParameters parameters = new HDEffectsParameters();

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Expand Up @@ -19,8 +19,10 @@ public class HDUtils
internal const PerObjectData k_RendererConfigurationBakedLightingWithShadowMask = k_RendererConfigurationBakedLighting | PerObjectData.OcclusionProbe | PerObjectData.OcclusionProbeProxyVolume | PerObjectData.ShadowMask;

/// <summary>Returns the render configuration for baked static lighting, this value can be used in a RendererListDesc call to render Lit objects.</summary>
/// <returns></returns>
public static PerObjectData GetBakedLightingRenderConfig() => k_RendererConfigurationBakedLighting;
/// <summary>Returns the render configuration for baked static lighting with shadow masks, this value can be used in a RendererListDesc call to render Lit objects when shadow masks are enabled.</summary>
/// <returns></returns>
public static PerObjectData GetBakedLightingWithShadowMaskRenderConfig() => k_RendererConfigurationBakedLightingWithShadowMask;

/// <summary>Default HDAdditionalReflectionData</summary>
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