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public Color backgroundColorHDR = new Color(0.025f, 0.07f, 0.19f, 0.0f); |
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public bool clearDepth = true; |
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public RenderingPath renderingPath; |
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public RenderingPath renderingPath; |
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public LayerMask volumeLayerMask = -1; |
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public LayerMask volumeLayerMask = -1; |
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// Physical parameters
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public float aperture = 8f; |
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// we create a runtime copy (m_ActiveFrameSettings that is used, and any parametrization is done on serialized frameSettings)
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[SerializeField] |
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[FormerlySerializedAs("serializedFrameSettings")] |
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FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
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FrameSettings m_FrameSettings = new FrameSettings(); // Serialize frameSettings
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// Not serialized, visible only in the debug windows
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FrameSettings m_FrameSettingsRuntime = new FrameSettings(); |
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// Use for debug windows
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// When camera name change we need to update the name in DebugWindows.
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// This is the purpose of this class
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bool m_IsDebugRegistered = false; |
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string m_CameraRegisterName; |
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bool m_IsDebugRegistered = false; |
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string m_CameraRegisterName; |
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// When we are a preview, there is no way inside Unity to make a disctinctoin between camera preview and material preview.
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// This property allow to say that we are an editor camera preview when the type is preview.
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public bool isEditorCameraPreview { get; set; } |
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// This is the function use outside to access FrameSettings. It return the current state of FrameSettings for the camera
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// taking into account the customization via the debug menu
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