PostProcessingProfile.cs
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using System;
namespace UnityEngine.PostProcessing
{
public class PostProcessingProfile : ScriptableObject
{
#pragma warning disable 0169 // "field x is never used"
public BuiltinDebugViewsModel debugViews = new BuiltinDebugViewsModel();
public FogModel fog = new FogModel();
public AntialiasingModel antialiasing = new AntialiasingModel();
public AmbientOcclusionModel ambientOcclusion = new AmbientOcclusionModel();
public ScreenSpaceReflectionModel screenSpaceReflection = new ScreenSpaceReflectionModel();
public DepthOfFieldModel depthOfField = new DepthOfFieldModel();
public MotionBlurModel motionBlur = new MotionBlurModel();
public EyeAdaptationModel eyeAdaptation = new EyeAdaptationModel();
public BloomModel bloom = new BloomModel();
public ColorGradingModel colorGrading = new ColorGradingModel();
public UserLutModel userLut = new UserLutModel();
public ChromaticAberrationModel chromaticAberration = new ChromaticAberrationModel();
public GrainModel grain = new GrainModel();
public VignetteModel vignette = new VignetteModel();
public DitheringModel dithering = new DitheringModel();
#if UNITY_EDITOR
// Monitor settings
[Serializable]
public class MonitorSettings
{
// Callback used in the editor to grab the rendered frame and sent it to monitors
public Action<RenderTexture> onFrameEndEditorOnly;
// Global
public int currentMonitorID = 0;
public bool refreshOnPlay = false;
// Histogram
public enum HistogramMode
{
Red = 0,
Green = 1,
Blue = 2,
Luminance = 3,
RGBMerged,
RGBSplit
}
public HistogramMode histogramMode = HistogramMode.Luminance;
// Waveform
public float waveformExposure = 0.12f;
public bool waveformY = false;
public bool waveformR = true;
public bool waveformG = true;
public bool waveformB = true;
// Parade
public float paradeExposure = 0.12f;
// Vectorscope
public float vectorscopeExposure = 0.12f;
public bool vectorscopeShowBackground = true;
}
public MonitorSettings monitors = new MonitorSettings();
#endif
}
}