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