using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Focusing modes for the depth of field effect.
///
public enum DepthOfFieldMode
{
///
/// Disables depth of field.
///
Off,
///
/// Use this for faster but non physical depth of field.
///
Gaussian, // Non physical, fast, small radius, far blur only
///
/// Use this for a more realistic but slower depth of field.
///
Bokeh
}
///
/// A volume component that holds settings for the Depth Of Field effect.
///
[Serializable, VolumeComponentMenu("Post-processing/Depth Of Field")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("post-processing-depth-of-field")]
public sealed class DepthOfField : VolumeComponent, IPostProcessComponent
{
///
/// Use this to select Focusing modes for the depth of field effect.
///
[Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")]
public DepthOfFieldModeParameter mode = new DepthOfFieldModeParameter(DepthOfFieldMode.Off);
///
/// The distance at which the blurring will start.
///
[Tooltip("The distance at which the blurring will start.")]
public MinFloatParameter gaussianStart = new MinFloatParameter(10f, 0f);
///
/// The distance at which the blurring will reach its maximum radius.
///
[Tooltip("The distance at which the blurring will reach its maximum radius.")]
public MinFloatParameter gaussianEnd = new MinFloatParameter(30f, 0f);
///
/// The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.
///
[Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")]
public ClampedFloatParameter gaussianMaxRadius = new ClampedFloatParameter(1f, 0.5f, 1.5f);
///
/// Use higher quality sampling to reduce flickering and improve the overall blur smoothness.
///
[Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")]
public BoolParameter highQualitySampling = new BoolParameter(false);
///
/// The distance to the point of focus.
///
[Tooltip("The distance to the point of focus.")]
public MinFloatParameter focusDistance = new MinFloatParameter(10f, 0.1f);
///
/// The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.
///
[Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")]
public ClampedFloatParameter aperture = new ClampedFloatParameter(5.6f, 1f, 32f);
///
/// The distance between the lens and the film. The larger the value is, the shallower the depth of field is.
///
[Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")]
public ClampedFloatParameter focalLength = new ClampedFloatParameter(50f, 1f, 300f);
///
/// The number of aperture blades.
///
[Tooltip("The number of aperture blades.")]
public ClampedIntParameter bladeCount = new ClampedIntParameter(5, 3, 9);
///
/// The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.
///
[Tooltip("The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.")]
public ClampedFloatParameter bladeCurvature = new ClampedFloatParameter(1f, 0f, 1f);
///
/// The rotation of aperture blades in degrees.
///
[Tooltip("The rotation of aperture blades in degrees.")]
public ClampedFloatParameter bladeRotation = new ClampedFloatParameter(0f, -180f, 180f);
///
public bool IsActive()
{
if (mode.value == DepthOfFieldMode.Off || SystemInfo.graphicsShaderLevel < 35)
return false;
return mode.value != DepthOfFieldMode.Gaussian || SystemInfo.supportedRenderTargetCount > 1;
}
///
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => false;
}
///
/// A that holds a value.
///
[Serializable]
public sealed class DepthOfFieldModeParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public DepthOfFieldModeParameter(DepthOfFieldMode value, bool overrideState = false) : base(value, overrideState) { }
}
}