ColorGradingModel.cs
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using System;
namespace UnityEngine.PostProcessing
{
[Serializable]
public class ColorGradingModel : PostProcessingModel
{
public enum Tonemapper
{
None,
/// <summary>
/// ACES Filmic reference tonemapper.
/// </summary>
ACES,
/// <summary>
/// Neutral tonemapper (based off John Hable's & Jim Hejl's work).
/// </summary>
Neutral
}
[Serializable]
public struct TonemappingSettings
{
[Tooltip("Tonemapping algorithm to use at the end of the color grading process. Use \"Neutral\" if you need a customizable tonemapper or \"Filmic\" to give a standard filmic look to your scenes.")]
public Tonemapper tonemapper;
// Neutral settings
[Range(-0.1f, 0.1f)]
public float neutralBlackIn;
[Range(1f, 20f)]
public float neutralWhiteIn;
[Range(-0.09f, 0.1f)]
public float neutralBlackOut;
[Range(1f, 19f)]
public float neutralWhiteOut;
[Range(0.1f, 20f)]
public float neutralWhiteLevel;
[Range(1f, 10f)]
public float neutralWhiteClip;
public static TonemappingSettings defaultSettings
{
get
{
return new TonemappingSettings
{
tonemapper = Tonemapper.Neutral,
neutralBlackIn = 0.02f,
neutralWhiteIn = 10f,
neutralBlackOut = 0f,
neutralWhiteOut = 10f,
neutralWhiteLevel = 5.3f,
neutralWhiteClip = 10f
};
}
}
}
[Serializable]
public struct BasicSettings
{
[Tooltip("Adjusts the overall exposure of the scene in EV units. This is applied after HDR effect and right before tonemapping so it won't affect previous effects in the chain.")]
public float postExposure;
[Range(-100f, 100f), Tooltip("Sets the white balance to a custom color temperature.")]
public float temperature;
[Range(-100f, 100f), Tooltip("Sets the white balance to compensate for a green or magenta tint.")]
public float tint;
[Range(-180f, 180f), Tooltip("Shift the hue of all colors.")]
public float hueShift;
[Range(0f, 2f), Tooltip("Pushes the intensity of all colors.")]
public float saturation;
[Range(0f, 2f), Tooltip("Expands or shrinks the overall range of tonal values.")]
public float contrast;
public static BasicSettings defaultSettings
{
get
{
return new BasicSettings
{
postExposure = 0f,
temperature = 0f,
tint = 0f,
hueShift = 0f,
saturation = 1f,
contrast = 1f,
};
}
}
}
[Serializable]
public struct ChannelMixerSettings
{
public Vector3 red;
public Vector3 green;
public Vector3 blue;
[HideInInspector]
public int currentEditingChannel; // Used only in the editor
public static ChannelMixerSettings defaultSettings
{
get
{
return new ChannelMixerSettings
{
red = new Vector3(1f, 0f, 0f),
green = new Vector3(0f, 1f, 0f),
blue = new Vector3(0f, 0f, 1f),
currentEditingChannel = 0
};
}
}
}
[Serializable]
public struct LogWheelsSettings
{
[Trackball("GetSlopeValue")]
public Color slope;
[Trackball("GetPowerValue")]
public Color power;
[Trackball("GetOffsetValue")]
public Color offset;
public static LogWheelsSettings defaultSettings
{
get
{
return new LogWheelsSettings
{
slope = Color.clear,
power = Color.clear,
offset = Color.clear
};
}
}
}
[Serializable]
public struct LinearWheelsSettings
{
[Trackball("GetLiftValue")]
public Color lift;
[Trackball("GetGammaValue")]
public Color gamma;
[Trackball("GetGainValue")]
public Color gain;
public static LinearWheelsSettings defaultSettings
{
get
{
return new LinearWheelsSettings
{
lift = Color.clear,
gamma = Color.clear,
gain = Color.clear
};
}
}
}
public enum ColorWheelMode
{
Linear,
Log
}
[Serializable]
public struct ColorWheelsSettings
{
public ColorWheelMode mode;
[TrackballGroup]
public LogWheelsSettings log;
[TrackballGroup]
public LinearWheelsSettings linear;
public static ColorWheelsSettings defaultSettings
{
get
{
return new ColorWheelsSettings
{
mode = ColorWheelMode.Log,
log = LogWheelsSettings.defaultSettings,
linear = LinearWheelsSettings.defaultSettings
};
}
}
}
[Serializable]
public struct CurvesSettings
{
public ColorGradingCurve master;
public ColorGradingCurve red;
public ColorGradingCurve green;
public ColorGradingCurve blue;
public ColorGradingCurve hueVShue;
public ColorGradingCurve hueVSsat;
public ColorGradingCurve satVSsat;
public ColorGradingCurve lumVSsat;
// Used only in the editor
[HideInInspector] public int e_CurrentEditingCurve;
[HideInInspector] public bool e_CurveY;
[HideInInspector] public bool e_CurveR;
[HideInInspector] public bool e_CurveG;
[HideInInspector] public bool e_CurveB;
public static CurvesSettings defaultSettings
{
get
{
return new CurvesSettings
{
master = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)),
red = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)),
green = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)),
blue = new ColorGradingCurve(new AnimationCurve(new Keyframe(0f, 0f, 1f, 1f), new Keyframe(1f, 1f, 1f, 1f)), 0f, false, new Vector2(0f, 1f)),
hueVShue = new ColorGradingCurve(new AnimationCurve(), 0.5f, true, new Vector2(0f, 1f)),
hueVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, true, new Vector2(0f, 1f)),
satVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, false, new Vector2(0f, 1f)),
lumVSsat = new ColorGradingCurve(new AnimationCurve(), 0.5f, false, new Vector2(0f, 1f)),
e_CurrentEditingCurve = 0,
e_CurveY = true,
e_CurveR = false,
e_CurveG = false,
e_CurveB = false
};
}
}
}
[Serializable]
public struct Settings
{
public TonemappingSettings tonemapping;
public BasicSettings basic;
public ChannelMixerSettings channelMixer;
public ColorWheelsSettings colorWheels;
public CurvesSettings curves;
public static Settings defaultSettings
{
get
{
return new Settings
{
tonemapping = TonemappingSettings.defaultSettings,
basic = BasicSettings.defaultSettings,
channelMixer = ChannelMixerSettings.defaultSettings,
colorWheels = ColorWheelsSettings.defaultSettings,
curves = CurvesSettings.defaultSettings
};
}
}
}
[SerializeField]
Settings m_Settings = Settings.defaultSettings;
public Settings settings
{
get { return m_Settings; }
set
{
m_Settings = value;
OnValidate();
}
}
public bool isDirty { get; internal set; }
public RenderTexture bakedLut { get; internal set; }
public override void Reset()
{
m_Settings = Settings.defaultSettings;
OnValidate();
}
public override void OnValidate()
{
isDirty = true;
}
}
}