mirror of
https://github.com/FriendshipIsEpic/FiE-Game.git
synced 2024-12-01 17:37:59 +01:00
89 lines
3.2 KiB
C#
89 lines
3.2 KiB
C#
|
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(-16, -1), 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(1, 16), 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
|
||
|
{
|
||
|
return new Settings
|
||
|
{
|
||
|
lowPercent = 45f,
|
||
|
highPercent = 95f,
|
||
|
|
||
|
minLuminance = -5f,
|
||
|
maxLuminance = 1f,
|
||
|
keyValue = 0.25f,
|
||
|
dynamicKeyValue = true,
|
||
|
|
||
|
adaptationType = EyeAdaptationType.Progressive,
|
||
|
speedUp = 2f,
|
||
|
speedDown = 1f,
|
||
|
|
||
|
logMin = -8,
|
||
|
logMax = 4
|
||
|
};
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
[SerializeField]
|
||
|
Settings m_Settings = Settings.defaultSettings;
|
||
|
public Settings settings
|
||
|
{
|
||
|
get { return m_Settings; }
|
||
|
set { m_Settings = value; }
|
||
|
}
|
||
|
|
||
|
public override void Reset()
|
||
|
{
|
||
|
m_Settings = Settings.defaultSettings;
|
||
|
}
|
||
|
}
|
||
|
}
|