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  1. using System;
  2. namespace UnityEngine.PostProcessing
  3. {
  4. public class PostProcessingProfile : ScriptableObject
  5. {
  6. #pragma warning disable 0169 // "field x is never used"
  7. public BuiltinDebugViewsModel debugViews = new BuiltinDebugViewsModel();
  8. public FogModel fog = new FogModel();
  9. public AntialiasingModel antialiasing = new AntialiasingModel();
  10. public AmbientOcclusionModel ambientOcclusion = new AmbientOcclusionModel();
  11. public ScreenSpaceReflectionModel screenSpaceReflection = new ScreenSpaceReflectionModel();
  12. public DepthOfFieldModel depthOfField = new DepthOfFieldModel();
  13. public MotionBlurModel motionBlur = new MotionBlurModel();
  14. public EyeAdaptationModel eyeAdaptation = new EyeAdaptationModel();
  15. public BloomModel bloom = new BloomModel();
  16. public ColorGradingModel colorGrading = new ColorGradingModel();
  17. public UserLutModel userLut = new UserLutModel();
  18. public ChromaticAberrationModel chromaticAberration = new ChromaticAberrationModel();
  19. public GrainModel grain = new GrainModel();
  20. public VignetteModel vignette = new VignetteModel();
  21. public DitheringModel dithering = new DitheringModel();
  22. #if UNITY_EDITOR
  23. // Monitor settings
  24. [Serializable]
  25. public class MonitorSettings
  26. {
  27. // Callback used in the editor to grab the rendered frame and sent it to monitors
  28. public Action<RenderTexture> onFrameEndEditorOnly;
  29. // Global
  30. public int currentMonitorID = 0;
  31. public bool refreshOnPlay = false;
  32. // Histogram
  33. public enum HistogramMode
  34. {
  35. Red = 0,
  36. Green = 1,
  37. Blue = 2,
  38. Luminance = 3,
  39. RGBMerged,
  40. RGBSplit
  41. }
  42. public HistogramMode histogramMode = HistogramMode.Luminance;
  43. // Waveform
  44. public float waveformExposure = 0.12f;
  45. public bool waveformY = false;
  46. public bool waveformR = true;
  47. public bool waveformG = true;
  48. public bool waveformB = true;
  49. // Parade
  50. public float paradeExposure = 0.12f;
  51. // Vectorscope
  52. public float vectorscopeExposure = 0.12f;
  53. public bool vectorscopeShowBackground = true;
  54. }
  55. public MonitorSettings monitors = new MonitorSettings();
  56. #endif
  57. }
  58. }