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