forked from BilalY/Rasagar
69 lines
2.4 KiB
C#
69 lines
2.4 KiB
C#
using System;
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namespace UnityEngine.PostProcessing
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{
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public class PostProcessingProfile : ScriptableObject
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{
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#pragma warning disable 0169 // "field x is never used"
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public BuiltinDebugViewsModel debugViews = new BuiltinDebugViewsModel();
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public FogModel fog = new FogModel();
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public AntialiasingModel antialiasing = new AntialiasingModel();
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public AmbientOcclusionModel ambientOcclusion = new AmbientOcclusionModel();
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public ScreenSpaceReflectionModel screenSpaceReflection = new ScreenSpaceReflectionModel();
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public DepthOfFieldModel depthOfField = new DepthOfFieldModel();
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public MotionBlurModel motionBlur = new MotionBlurModel();
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public EyeAdaptationModel eyeAdaptation = new EyeAdaptationModel();
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public BloomModel bloom = new BloomModel();
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public ColorGradingModel colorGrading = new ColorGradingModel();
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public UserLutModel userLut = new UserLutModel();
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public ChromaticAberrationModel chromaticAberration = new ChromaticAberrationModel();
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public GrainModel grain = new GrainModel();
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public VignetteModel vignette = new VignetteModel();
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public DitheringModel dithering = new DitheringModel();
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#if UNITY_EDITOR
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// Monitor settings
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[Serializable]
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public class MonitorSettings
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{
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// Callback used in the editor to grab the rendered frame and sent it to monitors
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public Action<RenderTexture> onFrameEndEditorOnly;
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// Global
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public int currentMonitorID = 0;
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public bool refreshOnPlay = false;
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// Histogram
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public enum HistogramMode
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{
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Red = 0,
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Green = 1,
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Blue = 2,
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Luminance = 3,
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RGBMerged,
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RGBSplit
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}
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public HistogramMode histogramMode = HistogramMode.Luminance;
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// Waveform
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public float waveformExposure = 0.12f;
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public bool waveformY = false;
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public bool waveformR = true;
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public bool waveformG = true;
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public bool waveformB = true;
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// Parade
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public float paradeExposure = 0.12f;
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// Vectorscope
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public float vectorscopeExposure = 0.12f;
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public bool vectorscopeShowBackground = true;
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}
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public MonitorSettings monitors = new MonitorSettings();
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#endif
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}
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}
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