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88 行
3.2 KiB
88 行
3.2 KiB
using System;
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namespace UnityEngine.PostProcessing
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{
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[Serializable]
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public class EyeAdaptationModel : PostProcessingModel
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{
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public enum EyeAdaptationType
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{
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Progressive,
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Fixed
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}
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[Serializable]
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public struct Settings
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{
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[Range(1f, 99f), Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
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public float lowPercent;
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[Range(1f, 99f), Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
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public float highPercent;
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[Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
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public float minLuminance;
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[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
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public float maxLuminance;
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[Min(0f), Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
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public float keyValue;
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[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
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public bool dynamicKeyValue;
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[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
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public EyeAdaptationType adaptationType;
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[Min(0f), Tooltip("Adaptation speed from a dark to a light environment.")]
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public float speedUp;
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[Min(0f), Tooltip("Adaptation speed from a light to a dark environment.")]
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public float speedDown;
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[Range(-16, -1), Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
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public int logMin;
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[Range(1, 16), Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
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public int logMax;
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public static Settings defaultSettings
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{
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get
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{
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return new Settings
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{
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lowPercent = 45f,
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highPercent = 95f,
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minLuminance = -5f,
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maxLuminance = 1f,
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keyValue = 0.25f,
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dynamicKeyValue = true,
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adaptationType = EyeAdaptationType.Progressive,
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speedUp = 2f,
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speedDown = 1f,
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logMin = -8,
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logMax = 4
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};
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}
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}
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}
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[SerializeField]
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Settings m_Settings = Settings.defaultSettings;
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public Settings settings
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{
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get { return m_Settings; }
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set { m_Settings = value; }
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}
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public override void Reset()
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{
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m_Settings = Settings.defaultSettings;
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}
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}
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}
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