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95 行
2.8 KiB

using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
partial class PostProcessing
{
[Serializable]
public sealed class ColorGradingSettings
{
public enum GradingType
{
None,
Neutral,
Custom
}
public GradingType type = GradingType.None;
public float exposure = 0f;
public Texture logLut = null;
[Range(-0.10f, 0.1f)] public float neutralBlackIn = 0.02f;
[Range( 1.00f, 20.0f)] public float neutralWhiteIn = 10f;
[Range(-0.09f, 0.1f)] public float neutralBlackOut = 0f;
[Range( 1.00f, 19.0f)] public float neutralWhiteOut = 10f;
[Range( 0.10f, 20.0f)] public float neutralWhiteLevel = 5.3f;
[Range( 1.00f, 10.0f)] public float neutralWhiteClip = 10f;
}
[Serializable]
public sealed class EyeAdaptationSettings
{
public enum EyeAdaptationType
{
Progressive,
Fixed
}
public bool enabled = false;
public bool showDebugHistogramInGameView = true;
[Range(1f, 99f)] public float lowPercent = 65f;
[Range(1f, 99f)] public float highPercent = 95f;
public float minLuminance = 0.03f;
public float maxLuminance = 2f;
public float exposureCompensation = 0.5f;
public EyeAdaptationType adaptationType = EyeAdaptationType.Progressive;
public float speedUp = 2f;
public float speedDown = 1f;
[Range(-16, -1)] public int logMin = -8;
[Range( 1, 16)] public int logMax = 4;
}
[Serializable]
public sealed class ChromaticAberrationSettings
{
public bool enabled = false;
public Texture spectralTexture;
[Range(0f, 1f)] public float intensity = 0.1f;
}
[Serializable]
public sealed class VignetteSettings
{
public bool enabled = false;
[ColorUsage(false, true, 0f, 10f, 0f, 10f)]
public Color color = new Color(0f, 0f, 0f, 1f);
public Vector2 center = new Vector2(0.5f, 0.5f);
[Range(0f, 1f)] public float intensity = 0.3f;
[Range(0f, 1f)] public float smoothness = 0.3f;
}
[Serializable]
public sealed class BloomSettings
{
public bool enabled = false;
public float intensity = 0.5f;
public float threshold = 1.1f;
[Range(0f, 1f)] public float softKnee = 0.5f;
[Range(1f, 7f)] public float radius = 5f;
public Texture lensTexture;
public float lensIntensity = 3f;
}
}
}