2021-09-09 20:42:29 -04:00

125 lines
4.3 KiB
C#

using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// Presets for the <see cref="FilmGrain"/> effect.
/// </summary>
/// <seealso cref="FilmGrain.type"/>
public enum FilmGrainLookup
{
/// <summary>
/// Thin grain preset.
/// </summary>
Thin1,
/// <summary>
/// Thin grain preset.
/// </summary>
Thin2,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium1,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium2,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium3,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium4,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium5,
/// <summary>
/// Medium grain preset.
/// </summary>
Medium6,
/// <summary>
/// Large grain preset.
/// </summary>
Large01,
/// <summary>
/// Large grain preset.
/// </summary>
Large02,
/// <summary>
/// Custom grain preset.
/// </summary>
/// <seealso cref="FilmGrain.texture"/>
Custom
}
/// <summary>
/// A volume component that holds settings for the Film Grain effect.
/// </summary>
[Serializable, VolumeComponentMenu("Post-processing/Film Grain")]
[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Post-Processing-Film-Grain" + Documentation.endURL)]
public sealed class FilmGrain : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Specifies the type of grain to use. Use <see cref="FilmGrainLookup.Custom"/> to provide your own <see cref="texture"/>.
/// </summary>
/// <seealso cref="FilmGrainLookup"/>
[Tooltip("Specifies the type of grain to use. Select a preset or select \"Custom\" to provide your own Texture.")]
public FilmGrainLookupParameter type = new FilmGrainLookupParameter(FilmGrainLookup.Thin1);
/// <summary>
/// Controls the strength of the film grain effect.
/// </summary>
[Tooltip("Controls the strength of the film grain effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
/// <summary>
/// Controls the noisiness response curve. The higher you set this value, the less noise there is in brighter areas.
/// </summary>
[Tooltip("Controls the noisiness response curve. The higher you set this value, the less noise there is in brighter areas.")]
public ClampedFloatParameter response = new ClampedFloatParameter(0.8f, 0f, 1f);
/// <summary>
/// Specifies a tileable Texture to use for the grain. The neutral value for this Texture is 0.5 which means that HDRP does not apply grain at this value.
/// </summary>
[Tooltip("Specifies a tileable Texture to use for the grain. The neutral value for this Texture is 0.5 which means that HDRP does not apply grain at this value.")]
public NoInterpTextureParameter texture = new NoInterpTextureParameter(null);
/// <summary>
/// Tells if the effect needs to be rendered or not.
/// </summary>
/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
public bool IsActive()
{
return intensity.value > 0f
&& (type.value != FilmGrainLookup.Custom || texture.value != null);
}
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="FilmGrainLookup"/> value.
/// </summary>
[Serializable]
public sealed class FilmGrainLookupParameter : VolumeParameter<FilmGrainLookup>
{
/// <summary>
/// Creates a new <see cref="FilmGrainLookupParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public FilmGrainLookupParameter(FilmGrainLookup value, bool overrideState = false) : base(value, overrideState) {}
}
}