[Tooltip("4 is fine for most situations and the most performant.\nCan be upped to 6 if needed (lots of close objects with varying colors) and still stay somewhat performant\n8 has diminishing returns and trigonometric should be used instead at that point")]
[Tooltip("Store moments in 16 (half) of 32bit precision (half is fine for most realtime uses)\nUNFORTUNATELY HALF POWER MOMENTS REQUIRE ROVs (Rasterizer Ordered Views) - out of scope for now, so will override to single precision unless trigonometric")]
[Tooltip("If better precision is needed and performance is not a concern, set trigonometric to true, use single precision and 6 moments (or 8)\n(4 moments = 2 trigonometric, 6m = 3t, 8m = 4t)")]
publicbooltrigonometric=false;
[Header("Bounds")]
[Tooltip("Method of finding MOIT renderers in order to build the conservative bounding sphere that we use to warp depth, lowering numerical errors\n- NearFarPlanes: just use near and far planes (essentially keep low precision)\n- FindObjects: not optimized but automatic (Renderers only)\n- Register: user needs to add a script to every transparent object (Renderer and VFX)")]
[Tooltip("Works with Everything but usually MOIT objects should be set on specific layers that are removed from the Transparent Layer Mask (in Universal Renderer Data) to prevent double rendering")]
publicLayerMasklayerMask=Physics.AllLayers;
[Tooltip("Set a different RenderQueueRange than default Transparent")]
publicintrenderQueueMin=2501;
publicintrenderQueueMax=3000;
publicMaterialcompositeMaterial;
[Tooltip("Back to front sorting does not matter in OIT techniques so we skip it, however this is probably desirable if you intend to write to depth\n(example : base DoF on the closest transparent object instead of the first opaque on the pixel)")]