Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Components/LensDistortion.cs
2024-08-26 23:07:20 +03:00

54 lines
2.4 KiB
C#

using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// A volume component that holds settings for the Lens Distortion effect.
/// </summary>
[Serializable, VolumeComponentMenu("Post-processing/Lens Distortion")]
[SupportedOnRenderPipeline(typeof(HDRenderPipelineAsset))]
[HDRPHelpURL("Post-Processing-Lens-Distortion")]
public sealed class LensDistortion : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Controls the overall strength of the distortion effect.
/// </summary>
[Tooltip("Controls the overall strength of the distortion effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, -1f, 1f);
/// <summary>
/// Controls the distortion intensity on the x-axis. Acts as a multiplier.
/// </summary>
[Tooltip("Controls the distortion intensity on the x-axis. Acts as a multiplier.")]
public ClampedFloatParameter xMultiplier = new ClampedFloatParameter(1f, 0f, 1f);
/// <summary>
/// Controls the distortion intensity on the x-axis. Acts as a multiplier.
/// </summary>
[Tooltip("Controls the distortion intensity on the x-axis. Acts as a multiplier.")]
public ClampedFloatParameter yMultiplier = new ClampedFloatParameter(1f, 0f, 1f);
/// <summary>
/// Sets the center point for the distortion.
/// </summary>
[Tooltip("Distortion center point. 0.5,0.5 is center of the screen.")]
public Vector2Parameter center = new Vector2Parameter(new Vector2(0.5f, 0.5f));
/// <summary>
/// Controls global screen scaling for the distortion effect. Use this to hide the screen borders when using high <see cref="intensity"/>.
/// </summary>
[Tooltip("Controls global screen scaling for the distortion effect. Use this to hide the screen borders when using high \"Intensity\".")]
public ClampedFloatParameter scale = new ClampedFloatParameter(1f, 0.01f, 5f);
/// <summary>
/// Tells if the effect needs to be rendered or not.
/// </summary>
/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
public bool IsActive()
{
return Mathf.Abs(intensity.value) > 0
&& (xMultiplier.value > 0f || yMultiplier.value > 0f);
}
}
}