using UnityEngine; namespace Beautify.Universal { public class BeautifyStripSettings : ScriptableObject { [Tooltip("Do not compile ACES tonemapping shader feature, reducing build time.")] public bool stripBeautifyTonemappingACES; [Tooltip("Do not compile ACES Fitted tonemapping shader feature, reducing build time.")] public bool stripBeautifyTonemappingACESFitted; [Tooltip("Do not compile AGX tonemapping shader feature, reducing build time.")] public bool stripBeautifyTonemappingAGX; [Tooltip("Do not compile sharpen shader feature, reducing build time.")] public bool stripBeautifySharpen; [Tooltip("Do not compile sharpen exclusion mask shader feature, reducing build time.")] public bool stripBeautifySharpenExclusionMask = true; [Tooltip("Do not compile dithering shader feature, reducing build time.")] public bool stripBeautifyDithering; [Tooltip("Do not compile edge antialiasing shader feature, reducing build time.")] public bool stripBeautifyEdgeAA; [Tooltip("Do not compile LUT shader feature, reducing build time.")] public bool stripBeautifyLUT; [Tooltip("Do not compile LUT 3D shader feature, reducing build time.")] public bool stripBeautifyLUT3D = true; [Tooltip("Do not compile daltonize, sepia or white balance shader feature, reducing build time.")] public bool stripBeautifyColorTweaks; [Tooltip("Do not compile Bloom, Anamorphic & Sun Flares shader features, reducing build time.")] public bool stripBeautifyBloom; [Tooltip("Do not compile Lens Dirt shader feature, reducing build time.")] public bool stripBeautifyLensDirt; [Tooltip("Do not compile Chromatic Aberration shader feature, reducing build time.")] public bool stripBeautifyChromaticAberration; [Tooltip("Do not compile Depth Of Field shader feature, reducing build time.")] public bool stripBeautifyDoF; [Tooltip("Do not compile Depth Of Field transparency support shader feature, reducing build time.")] public bool stripBeautifyDoFTransparentSupport = true; [Tooltip("Do not compile Purkinje Shift shader feature, reducing build time.")] public bool stripBeautifyEyeAdaptation = true; [Tooltip("Do not compile Purkinje Shift shader feature, reducing build time.")] public bool stripBeautifyPurkinje = true; [Tooltip("Do not compile Vignetting shader features, reducing build time.")] public bool stripBeautifyVignetting; [Tooltip("Do not compile Vignetting Mask shader feature, reducing build time.")] public bool stripBeautifyVignettingMask = true; [Tooltip("Do not compile Outline shader feature, reducing build time.")] public bool stripBeautifyOutline = true; [Tooltip("Do not compile Night Vision shader feature, reducing build time.")] public bool stripBeautifyNightVision = true; [Tooltip("Do not compile Thermal Vision shader feature, reducing build time.")] public bool stripBeautifyThermalVision = true; [Tooltip("Do not compile Frame shader features, reducing build time.")] public bool stripBeautifyFrame = true; [Tooltip("Do not compile Film Grain shader feature, reducing build time.")] public bool stripBeautifyFilmGrain = true; [Tooltip("Do not compile Unity Post Processing's Film Grain shader feature, reducing build time.")] public bool stripUnityFilmGrain; [Tooltip("Do not compile Unity Post Processing's Dithering shader feature, reducing build time.")] public bool stripUnityDithering; [Tooltip("Do not compile Unity Post Processing's Tonemapping shader feature, reducing build time.")] public bool stripUnityTonemapping; [Tooltip("Do not compile Unity Post Processing's Bloom shader feature, reducing build time.")] public bool stripUnityBloom; [Tooltip("Do not compile Unity Post Processing's Chromatic Aberration shader feature, reducing build time.")] public bool stripUnityChromaticAberration; [Tooltip("Do not compile Unity Post Processing's Screen Distortion features, reducing build time.")] public bool stripUnityDistortion; public bool stripUnityDebugVariants; } }