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using System;
namespace UnityEngine.PostProcessing;
[Serializable]
public class EyeAdaptationModel : PostProcessingModel
{
public enum EyeAdaptationType
{
Progressive,
Fixed
}
[Serializable]
public struct Settings
{
[Range(1f, 99f)]
[Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float lowPercent;
[Range(1f, 99f)]
[Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float highPercent;
[Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
public float minLuminance;
[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
public float maxLuminance;
[Min(0f)]
[Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
public float keyValue;
[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
public bool dynamicKeyValue;
[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
public EyeAdaptationType adaptationType;
[Min(0f)]
[Tooltip("Adaptation speed from a dark to a light environment.")]
public float speedUp;
[Min(0f)]
[Tooltip("Adaptation speed from a light to a dark environment.")]
public float speedDown;
[Range(-16f, -1f)]
[Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
public int logMin;
[Range(1f, 16f)]
[Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
public int logMax;
public static Settings defaultSettings
{
get
{
Settings result = default(Settings);
result.lowPercent = 45f;
result.highPercent = 95f;
result.minLuminance = -5f;
result.maxLuminance = 1f;
result.keyValue = 0.25f;
result.dynamicKeyValue = true;
result.adaptationType = EyeAdaptationType.Progressive;
result.speedUp = 2f;
result.speedDown = 1f;
result.logMin = -8;
result.logMax = 4;
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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