UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Editor/RendererFeatures/NewPostProcessVolumeComponent.cs.txt

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2024-10-27 10:53:47 +03:00
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
// This defines a custom VolumeComponent to be used with the Core VolumeFramework
// (see core API docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeComponent.html)
// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/Volumes.html)
//
// After implementing this class you can:
// * Tweak the default values for this VolumeComponent in the URP GlobalSettings
// * Add overrides for this VolumeComponent to any local or global scene volume profiles
// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/Volume-Profile.html)
// (see URP docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/VolumeOverrides.html)
// * Access the blended values of this VolumeComponent from your ScriptableRenderPasses or scripts using the VolumeManager API
// (see core API docs https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/api/UnityEngine.Rendering.VolumeManager.html)
// * Override the values for this volume per-camera by placing a VolumeProfile in a dedicated layer and setting the camera's "Volume Mask" to that layer
//
// Things to keep in mind:
// * Be careful when renaming, changing types or removing public fields to not break existing instances of this class (note that this class inherits from ScriptableObject so the same serialization rules apply)
// * The 'IPostProcessComponent' interface adds the 'IsActive()' method, which is currently not strictly necessary and is for your own convenience
// * It is recommended to only expose fields that are expected to change. Fields which are constant such as shaders, materials or LUT textures
// should likely be in AssetBundles or referenced by serialized fields of your custom ScriptableRendererFeatures on used renderers so they would not get stripped during builds
[VolumeComponentMenu("Post-processing Custom/#DISPLAY_NAME#")]
[VolumeRequiresRendererFeatures(typeof(#FEATURE_TYPE#))]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
public sealed class #VOLUME_TYPE# : VolumeComponent, IPostProcessComponent
{
public #VOLUME_TYPE#()
{
displayName = "#DISPLAY_NAME#";
}
[Tooltip("Enter the description for the property that is shown when hovered")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(1f, 0f, 1f);
public bool IsActive()
{
return intensity.GetValue<float>() > 0.0f;
}
}