Rasagar/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs
2024-08-26 23:07:20 +03:00

121 lines
3.9 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Presets for the <see cref="FilmGrain"/> effect.
/// </summary>
public enum FilmGrainLookup
{
/// <summary>
/// Thin grain preset.
/// </summary>
Thin1,
/// <summary>
/// Thin grain preset.
/// </summary>
Thin2,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium1,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium2,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium3,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium4,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium5,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium6,
/// <summary>
/// Large grain preset.
/// </summary>
Large01,
/// <summary>
/// Large grain preset.
/// </summary>
Large02,
/// <summary>
/// Custom grain preset.
/// </summary>
/// <seealso cref="FilmGrain.texture"/>
Custom
}
/// <summary>
/// A volume component that holds settings for the Film Grain effect.
/// </summary>
[Serializable, VolumeComponentMenu("Post-processing/Film Grain")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Film-Grain")]
public sealed class FilmGrain : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// The type of grain to use. You can select a preset or provide your own texture by selecting Custom.
/// </summary>
[Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")]
public FilmGrainLookupParameter type = new FilmGrainLookupParameter(FilmGrainLookup.Thin1);
/// <summary>
/// Use this to set the strength of the Film Grain effect.
/// </summary>
[Tooltip("Use the slider to set the strength of the Film Grain effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
/// <summary>
/// Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.
/// </summary>
[Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")]
public ClampedFloatParameter response = new ClampedFloatParameter(0.8f, 0f, 1f);
/// <summary>
/// A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied
/// </summary>
[Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")]
public NoInterpTextureParameter texture = new NoInterpTextureParameter(null);
/// <inheritdoc/>
public bool IsActive() => intensity.value > 0f && (type.value != FilmGrainLookup.Custom || texture.value != null);
/// <inheritdoc/>
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => true;
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="FilmGrainLookup"/> value.
/// </summary>
[Serializable]
public sealed class FilmGrainLookupParameter : VolumeParameter<FilmGrainLookup>
{
/// <summary>
/// Creates a new <see cref="FilmGrainLookupParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public FilmGrainLookupParameter(FilmGrainLookup value, bool overrideState = false) : base(value, overrideState) { }
}
}