UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs

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2024-10-27 10:53:47 +03:00
using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Option to control motion blur Mode.
/// </summary>
public enum MotionBlurMode
{
/// <summary>
/// Use this if you don't need object motion blur.
/// </summary>
CameraOnly,
/// <summary>
/// Use this if you need object motion blur.
/// </summary>
CameraAndObjects
}
/// <summary>
/// Options to control the quality the motion blur effect.
/// </summary>
public enum MotionBlurQuality
{
/// <summary>
/// Use this to select low motion blur quality.
/// </summary>
Low,
/// <summary>
/// Use this to select medium motion blur quality.
/// </summary>
Medium,
/// <summary>
/// Use this to select high motion blur quality.
/// </summary>
High
}
/// <summary>
/// A volume component that holds settings for the motion blur effect.
/// </summary>
[Serializable, VolumeComponentMenu("Post-processing/Motion Blur")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Motion-Blur")]
public sealed class MotionBlur : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.
/// </summary>
[Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")]
public MotionBlurModeParameter mode = new MotionBlurModeParameter(MotionBlurMode.CameraOnly);
/// <summary>
/// The quality of the effect. Lower presets will result in better performance at the expense of visual quality.
/// </summary>
[Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")]
public MotionBlurQualityParameter quality = new MotionBlurQualityParameter(MotionBlurQuality.Low);
/// <summary>
/// Sets the intensity of the motion blur effect. Acts as a multiplier for velocities.
/// </summary>
[Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
/// <summary>
/// Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have.
/// Lower values will improve performance.
/// </summary>
[Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")]
public ClampedFloatParameter clamp = new ClampedFloatParameter(0.05f, 0f, 0.2f);
/// <inheritdoc/>
public bool IsActive() => intensity.value > 0f;
/// <inheritdoc/>
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => false;
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="MotionBlurMode"/> value.
/// </summary>
[Serializable]
public sealed class MotionBlurModeParameter : VolumeParameter<MotionBlurMode>
{
/// <summary>
/// Creates a new <see cref="MotionBlurModeParameter"/> 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 MotionBlurModeParameter(MotionBlurMode value, bool overrideState = false) : base(value, overrideState) { }
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="MotionBlurQuality"/> value.
/// </summary>
[Serializable]
public sealed class MotionBlurQualityParameter : VolumeParameter<MotionBlurQuality>
{
/// <summary>
/// Creates a new <see cref="MotionBlurQualityParameter"/> 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 MotionBlurQualityParameter(MotionBlurQuality value, bool overrideState = false) : base(value, overrideState) { }
}
}