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