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using System;
namespace UnityEngine.PostProcessing;
[Serializable]
public class MotionBlurModel : PostProcessingModel
{
[Serializable]
public struct Settings
{
[Range(0f, 360f)]
[Tooltip("The angle of rotary shutter. Larger values give longer exposure.")]
public float shutterAngle;
[Range(4f, 32f)]
[Tooltip("The amount of sample points, which affects quality and performances.")]
public int sampleCount;
[Range(0f, 1f)]
[Tooltip("The strength of multiple frame blending. The opacity of preceding frames are determined from this coefficient and time differences.")]
public float frameBlending;
public static Settings defaultSettings
{
get
{
Settings result = default(Settings);
result.shutterAngle = 270f;
result.sampleCount = 10;
result.frameBlending = 0f;
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;
}
}
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