Files
2021-06-13 10:28:03 +02:00

40 lines
1.7 KiB
C#

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