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43 行
1.9 KiB
43 行
1.9 KiB
using System;
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namespace UnityEngine.Rendering.Universal
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{
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public enum MotionBlurMode
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{
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CameraOnly,
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CameraAndObjects
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}
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public enum MotionBlurQuality
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{
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Low,
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Medium,
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High
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}
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[Serializable, VolumeComponentMenu("Post-processing/Motion Blur")]
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public sealed class MotionBlur : VolumeComponent, IPostProcessComponent
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{
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[Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")]
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public MotionBlurModeParameter mode = new MotionBlurModeParameter(MotionBlurMode.CameraOnly);
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[Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")]
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public MotionBlurQualityParameter quality = new MotionBlurQualityParameter(MotionBlurQuality.Low);
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[Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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[Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")]
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public ClampedFloatParameter clamp = new ClampedFloatParameter(0.05f, 0f, 0.2f);
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public bool IsActive() => intensity.value > 0f && mode == MotionBlurMode.CameraOnly;
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public bool IsTileCompatible() => false;
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}
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[Serializable]
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public sealed class MotionBlurModeParameter : VolumeParameter<MotionBlurMode> { public MotionBlurModeParameter(MotionBlurMode value, bool overrideState = false) : base(value, overrideState) { } }
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[Serializable]
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public sealed class MotionBlurQualityParameter : VolumeParameter<MotionBlurQuality> { public MotionBlurQualityParameter(MotionBlurQuality value, bool overrideState = false) : base(value, overrideState) { } }
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}
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