/// <summary> /// Returns the hash code of the CloudMap parameters. /// </summary> /// <returns>The hash code of the CloudMap parameters.</returns> public override int GetHashCode() { int hash = GetBakingHashCode(); unchecked { hash = hash * 23 + tint.GetHashCode(); hash = hash * 23 + exposure.GetHashCode(); hash = hash * 23 + distortionMode.GetHashCode(); hash = hash * 23 + scrollDirection.GetHashCode(); hash = hash * 23 + scrollSpeed.GetHashCode(); hash = hash * 23 + flowmap.GetHashCode(); hash = hash * 23 + distortionMode.GetHashCode(); #if UNITY_EDITOR // In the editor, we want to rebake the texture if the texture content is modified if (flowmap.value != null) { hash = hash * 23 + flowmap.value.imageContentsHash.GetHashCode(); } #endif } return(hash); }
internal int GetBakingHashCode() { int hash = 0; unchecked { hash = hash * 23 + cloudMap.GetHashCode(); hash = hash * 23 + opacityR.GetHashCode(); hash = hash * 23 + opacityG.GetHashCode(); hash = hash * 23 + opacityB.GetHashCode(); hash = hash * 23 + opacityA.GetHashCode(); hash = hash * 23 + rotation.GetHashCode(); hash = hash * 23 + castShadows.GetHashCode(); if (lighting.value) { hash = hash * 23 + lighting.GetHashCode(); hash = hash * 23 + steps.GetHashCode(); hash = hash * 23 + thickness.GetHashCode(); } #if UNITY_EDITOR // In the editor, we want to rebake the texture if the texture content is modified if (cloudMap.value != null) { hash = hash * 23 + cloudMap.value.imageContentsHash.GetHashCode(); } #endif } return(hash); }
/// <summary> /// Returns the hash code of the HDRI sky parameters. /// </summary> /// <returns>The hash code of the HDRI sky parameters.</returns> public override int GetHashCode() { int hash = base.GetHashCode(); unchecked { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) hash = cloudMap.value != null ? hash * 23 + cloudMap.value.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.value.GetHashCode() : hash; hash = hash * 23 + enabled.value.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.value.GetHashCode(); hash = hash * 23 + tint.value.GetHashCode(); hash = hash * 23 + intensityMultiplier.value.GetHashCode(); hash = hash * 23 + rotation.value.GetHashCode(); hash = hash * 23 + enableDistortion.value.GetHashCode(); hash = hash * 23 + procedural.value.GetHashCode(); hash = hash * 23 + scrollDirection.value.GetHashCode(); hash = hash * 23 + scrollSpeed.value.GetHashCode(); hash = cloudMap.value != null ? hash * 23 + cloudMap.overrideState.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.overrideState.GetHashCode() : hash; hash = hash * 23 + enabled.overrideState.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.overrideState.GetHashCode(); hash = hash * 23 + tint.overrideState.GetHashCode(); hash = hash * 23 + intensityMultiplier.overrideState.GetHashCode(); hash = hash * 23 + rotation.overrideState.GetHashCode(); hash = hash * 23 + enableDistortion.overrideState.GetHashCode(); hash = hash * 23 + procedural.overrideState.GetHashCode(); hash = hash * 23 + scrollDirection.overrideState.GetHashCode(); hash = hash * 23 + scrollSpeed.overrideState.GetHashCode(); #else hash = cloudMap.value != null ? hash * 23 + cloudMap.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.GetHashCode() : hash; hash = hash * 23 + enabled.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.GetHashCode(); hash = hash * 23 + tint.GetHashCode(); hash = hash * 23 + intensityMultiplier.GetHashCode(); hash = hash * 23 + rotation.GetHashCode(); hash = hash * 23 + enableDistortion.GetHashCode(); hash = hash * 23 + procedural.GetHashCode(); hash = hash * 23 + scrollDirection.GetHashCode(); hash = hash * 23 + scrollSpeed.GetHashCode(); #endif } return(hash); }
/// <summary> /// Returns the hash code of the HDRI sky parameters. /// </summary> /// <returns>The hash code of the HDRI sky parameters.</returns> public override int GetHashCode() { int hash = base.GetHashCode(); unchecked { hash = hash * 23 + cloudMap.GetHashCode(); hash = hash * 23 + flowmap.GetHashCode(); hash = hash * 23 + enabled.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.GetHashCode(); hash = hash * 23 + tint.GetHashCode(); hash = hash * 23 + intensityMultiplier.GetHashCode(); hash = hash * 23 + rotation.GetHashCode(); hash = hash * 23 + enableDistortion.GetHashCode(); hash = hash * 23 + procedural.GetHashCode(); hash = hash * 23 + scrollDirection.GetHashCode(); hash = hash * 23 + scrollSpeed.GetHashCode(); } return(hash); }
/// <summary> /// Returns the hash code of the HDRI sky parameters. /// </summary> /// <returns>The hash code of the HDRI sky parameters.</returns> public override int GetHashCode() { int hash = base.GetHashCode(); unchecked { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) hash = hdriSky.value != null ? hash * 23 + hdriSky.value.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.value.GetHashCode() : hash; hash = hash * 23 + enableDistortion.value.GetHashCode(); hash = hash * 23 + procedural.value.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.value.GetHashCode(); hash = hash * 23 + scrollDirection.value.GetHashCode(); hash = hash * 23 + scrollSpeed.value.GetHashCode(); hash = hash * 23 + enableBackplate.value.GetHashCode(); hash = hash * 23 + backplateType.value.GetHashCode(); hash = hash * 23 + groundLevel.value.GetHashCode(); hash = hash * 23 + scale.value.GetHashCode(); hash = hash * 23 + projectionDistance.value.GetHashCode(); hash = hash * 23 + plateRotation.value.GetHashCode(); hash = hash * 23 + plateTexRotation.value.GetHashCode(); hash = hash * 23 + plateTexOffset.value.GetHashCode(); hash = hash * 23 + blendAmount.value.GetHashCode(); hash = hash * 23 + shadowTint.value.GetHashCode(); hash = hash * 23 + pointLightShadow.value.GetHashCode(); hash = hash * 23 + dirLightShadow.value.GetHashCode(); hash = hash * 23 + rectLightShadow.value.GetHashCode(); hash = hdriSky.value != null ? hash * 23 + hdriSky.overrideState.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.overrideState.GetHashCode() : hash; hash = hash * 23 + enableDistortion.overrideState.GetHashCode(); hash = hash * 23 + procedural.overrideState.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.overrideState.GetHashCode(); hash = hash * 23 + scrollDirection.overrideState.GetHashCode(); hash = hash * 23 + scrollSpeed.overrideState.GetHashCode(); hash = hash * 23 + enableBackplate.overrideState.GetHashCode(); hash = hash * 23 + backplateType.overrideState.GetHashCode(); hash = hash * 23 + groundLevel.overrideState.GetHashCode(); hash = hash * 23 + scale.overrideState.GetHashCode(); hash = hash * 23 + projectionDistance.overrideState.GetHashCode(); hash = hash * 23 + plateRotation.overrideState.GetHashCode(); hash = hash * 23 + plateTexRotation.overrideState.GetHashCode(); hash = hash * 23 + plateTexOffset.overrideState.GetHashCode(); hash = hash * 23 + blendAmount.overrideState.GetHashCode(); hash = hash * 23 + shadowTint.overrideState.GetHashCode(); hash = hash * 23 + pointLightShadow.overrideState.GetHashCode(); hash = hash * 23 + dirLightShadow.overrideState.GetHashCode(); hash = hash * 23 + rectLightShadow.overrideState.GetHashCode(); #else hash = hdriSky.value != null ? hash * 23 + hdriSky.GetHashCode() : hash; hash = flowmap.value != null ? hash * 23 + flowmap.GetHashCode() : hash; hash = hash * 23 + enableDistortion.GetHashCode(); hash = hash * 23 + procedural.GetHashCode(); hash = hash * 23 + upperHemisphereOnly.GetHashCode(); hash = hash * 23 + scrollDirection.GetHashCode(); hash = hash * 23 + scrollSpeed.GetHashCode(); hash = hash * 23 + enableBackplate.GetHashCode(); hash = hash * 23 + backplateType.GetHashCode(); hash = hash * 23 + groundLevel.GetHashCode(); hash = hash * 23 + scale.GetHashCode(); hash = hash * 23 + projectionDistance.GetHashCode(); hash = hash * 23 + plateRotation.GetHashCode(); hash = hash * 23 + plateTexRotation.GetHashCode(); hash = hash * 23 + plateTexOffset.GetHashCode(); hash = hash * 23 + blendAmount.GetHashCode(); hash = hash * 23 + shadowTint.GetHashCode(); hash = hash * 23 + pointLightShadow.GetHashCode(); hash = hash * 23 + dirLightShadow.GetHashCode(); hash = hash * 23 + rectLightShadow.GetHashCode(); #endif } return(hash); }