FiE-Game/Assets/PostProcessing/Runtime/Models/BloomModel.cs
2023-07-25 00:52:50 +05:00

102 lines
2.9 KiB
C#

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;
public float thresholdLinear
{
set { threshold = Mathf.LinearToGammaSpace(value); }
get { return Mathf.GammaToLinearSpace(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 static BloomSettings defaultSettings
{
get
{
return new BloomSettings
{
intensity = 0.5f,
threshold = 1.1f,
softKnee = 0.5f,
radius = 4f,
antiFlicker = false,
};
}
}
}
[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
{
return new LensDirtSettings
{
texture = null,
intensity = 3f
};
}
}
}
[Serializable]
public struct Settings
{
public BloomSettings bloom;
public LensDirtSettings lensDirt;
public static Settings defaultSettings
{
get
{
return new Settings
{
bloom = BloomSettings.defaultSettings,
lensDirt = LensDirtSettings.defaultSettings
};
}
}
}
[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;
}
}
}