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) { } } }