UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs
2024-10-27 10:53:47 +03:00

128 lines
5.6 KiB
C#

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