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using System;
namespace UnityEngine.PostProcessing;
[Serializable]
public class BloomModel : PostProcessingModel
{
[Serializable]
public struct BloomSettings
{
[Min(0f)]
[Tooltip("Strength of the bloom filter.")]
public float intensity;
[Min(0f)]
[Tooltip("Filters out pixels under this level of brightness.")]
public float threshold;
[Range(0f, 1f)]
[Tooltip("Makes transition between under/over-threshold gradual (0 = hard threshold, 1 = soft threshold).")]
public float softKnee;
[Range(1f, 7f)]
[Tooltip("Changes extent of veiling effects in a screen resolution-independent fashion.")]
public float radius;
[Tooltip("Reduces flashing noise with an additional filter.")]
public bool antiFlicker;
public float thresholdLinear
{
get
{
return Mathf.GammaToLinearSpace(threshold);
}
set
{
threshold = Mathf.LinearToGammaSpace(value);
}
}
public static BloomSettings defaultSettings
{
get
{
BloomSettings result = default(BloomSettings);
result.intensity = 0.5f;
result.threshold = 1.1f;
result.softKnee = 0.5f;
result.radius = 4f;
result.antiFlicker = false;
return result;
}
}
}
[Serializable]
public struct LensDirtSettings
{
[Tooltip("Dirtiness texture to add smudges or dust to the lens.")]
public Texture texture;
[Min(0f)]
[Tooltip("Amount of lens dirtiness.")]
public float intensity;
public static LensDirtSettings defaultSettings
{
get
{
LensDirtSettings result = default(LensDirtSettings);
result.texture = null;
result.intensity = 3f;
return result;
}
}
}
[Serializable]
public struct Settings
{
public BloomSettings bloom;
public LensDirtSettings lensDirt;
public static Settings defaultSettings
{
get
{
Settings result = default(Settings);
result.bloom = BloomSettings.defaultSettings;
result.lensDirt = LensDirtSettings.defaultSettings;
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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