Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
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1.5 KiB

using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable, VolumeComponentMenu("Post-processing/Bloom")]
public sealed class Bloom : VolumeComponent, IPostProcessComponent
{
[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
public MinFloatParameter threshold = new MinFloatParameter(0.9f, 0f);
[Tooltip("Strength of the bloom filter.")]
public MinFloatParameter intensity = new MinFloatParameter(0f, 0f);
[Tooltip("Changes the extent of veiling effects.")]
public ClampedFloatParameter scatter = new ClampedFloatParameter(0.7f, 0f, 1f);
[Tooltip("Clamps pixels to control the bloom amount.")]
public MinFloatParameter clamp = new MinFloatParameter(65472f, 0f);
[Tooltip("Global tint of the bloom filter.")]
public ColorParameter tint = new ColorParameter(Color.white, false, false, true);
[Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")]
public BoolParameter highQualityFiltering = new BoolParameter(false);
[Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
public TextureParameter dirtTexture = new TextureParameter(null);
[Tooltip("Amount of dirtiness.")]
public MinFloatParameter dirtIntensity = new MinFloatParameter(0f, 0f);
public bool IsActive() => intensity.value > 0f;
public bool IsTileCompatible() => false;
}
}