testss
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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[Serializable, VolumeComponentMenu("Post-processing/Bloom")]
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public sealed class Bloom : VolumeComponent, IPostProcessComponent
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{
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[Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
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public MinFloatParameter threshold = new MinFloatParameter(0.9f, 0f);
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[Tooltip("Strength of the bloom filter.")]
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public MinFloatParameter intensity = new MinFloatParameter(0f, 0f);
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[Tooltip("Changes the extent of veiling effects.")]
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public ClampedFloatParameter scatter = new ClampedFloatParameter(0.7f, 0f, 1f);
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[Tooltip("Clamps pixels to control the bloom amount.")]
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public MinFloatParameter clamp = new MinFloatParameter(65472f, 0f);
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[Tooltip("Global tint of the bloom filter.")]
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public ColorParameter tint = new ColorParameter(Color.white, false, false, true);
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[Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")]
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public BoolParameter highQualityFiltering = new BoolParameter(false);
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[Tooltip("The number of final iterations to skip in the effect processing sequence.")]
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public ClampedIntParameter skipIterations = new ClampedIntParameter(1, 0, 16);
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[Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
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public TextureParameter dirtTexture = new TextureParameter(null);
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[Tooltip("Amount of dirtiness.")]
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public MinFloatParameter dirtIntensity = new MinFloatParameter(0f, 0f);
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public bool IsActive() => intensity.value > 0f;
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public bool IsTileCompatible() => false;
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}
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}
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