diff options
Diffstat (limited to 'Valheim_v0.141.2_r202102/Valheim/assembly_postprocessing/UnityEngine.PostProcessing/VignetteModel.cs')
-rw-r--r-- | Valheim_v0.141.2_r202102/Valheim/assembly_postprocessing/UnityEngine.PostProcessing/VignetteModel.cs | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_postprocessing/UnityEngine.PostProcessing/VignetteModel.cs b/Valheim_v0.141.2_r202102/Valheim/assembly_postprocessing/UnityEngine.PostProcessing/VignetteModel.cs new file mode 100644 index 0000000..963ce2d --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_postprocessing/UnityEngine.PostProcessing/VignetteModel.cs @@ -0,0 +1,87 @@ +using System; + +namespace UnityEngine.PostProcessing; + +[Serializable] +public class VignetteModel : PostProcessingModel +{ + public enum Mode + { + Classic, + Masked + } + + [Serializable] + public struct Settings + { + [Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")] + public Mode mode; + + [ColorUsage(false)] + [Tooltip("Vignette color. Use the alpha channel for transparency.")] + public Color color; + + [Tooltip("Sets the vignette center point (screen center is [0.5,0.5]).")] + public Vector2 center; + + [Range(0f, 1f)] + [Tooltip("Amount of vignetting on screen.")] + public float intensity; + + [Range(0.01f, 1f)] + [Tooltip("Smoothness of the vignette borders.")] + public float smoothness; + + [Range(0f, 1f)] + [Tooltip("Lower values will make a square-ish vignette.")] + public float roundness; + + [Tooltip("A black and white mask to use as a vignette.")] + public Texture mask; + + [Range(0f, 1f)] + [Tooltip("Mask opacity.")] + public float opacity; + + [Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")] + public bool rounded; + + public static Settings defaultSettings + { + get + { + Settings result = default(Settings); + result.mode = Mode.Classic; + result.color = new Color(0f, 0f, 0f, 1f); + result.center = new Vector2(0.5f, 0.5f); + result.intensity = 0.45f; + result.smoothness = 0.2f; + result.roundness = 1f; + result.mask = null; + result.opacity = 1f; + result.rounded = false; + return result; + } + } + } + + [SerializeField] + private Settings m_Settings = Settings.defaultSettings; + + public Settings settings + { + get + { + return m_Settings; + } + set + { + m_Settings = value; + } + } + + public override void Reset() + { + m_Settings = Settings.defaultSettings; + } +} |