using System;
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namespace UnityEngine.PostProcessing
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{
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// Small wrapper on top of AnimationCurve to handle zero-key curves and keyframe looping
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[Serializable]
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public sealed class ColorGradingCurve
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{
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public AnimationCurve curve;
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[SerializeField]
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bool m_Loop;
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[SerializeField]
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float m_ZeroValue;
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[SerializeField]
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float m_Range;
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AnimationCurve m_InternalLoopingCurve;
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public ColorGradingCurve(AnimationCurve curve, float zeroValue, bool loop, Vector2 bounds)
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{
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this.curve = curve;
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m_ZeroValue = zeroValue;
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m_Loop = loop;
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m_Range = bounds.magnitude;
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}
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public void Cache()
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{
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if (!m_Loop)
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return;
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var length = curve.length;
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if (length < 2)
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return;
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if (m_InternalLoopingCurve == null)
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m_InternalLoopingCurve = new AnimationCurve();
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var prev = curve[length - 1];
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prev.time -= m_Range;
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var next = curve[0];
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next.time += m_Range;
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m_InternalLoopingCurve.keys = curve.keys;
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m_InternalLoopingCurve.AddKey(prev);
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m_InternalLoopingCurve.AddKey(next);
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}
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public float Evaluate(float t)
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{
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if (curve.length == 0)
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return m_ZeroValue;
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if (!m_Loop || curve.length == 1)
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return curve.Evaluate(t);
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return m_InternalLoopingCurve.Evaluate(t);
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}
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}
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}
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