using System; namespace UnityEngine.PostProcessing { public class PostProcessingProfile : ScriptableObject { #pragma warning disable 0169 // "field x is never used" public BuiltinDebugViewsModel debugViews = new BuiltinDebugViewsModel(); public FogModel fog = new FogModel(); public AntialiasingModel antialiasing = new AntialiasingModel(); public AmbientOcclusionModel ambientOcclusion = new AmbientOcclusionModel(); public ScreenSpaceReflectionModel screenSpaceReflection = new ScreenSpaceReflectionModel(); public DepthOfFieldModel depthOfField = new DepthOfFieldModel(); public MotionBlurModel motionBlur = new MotionBlurModel(); public EyeAdaptationModel eyeAdaptation = new EyeAdaptationModel(); public BloomModel bloom = new BloomModel(); public ColorGradingModel colorGrading = new ColorGradingModel(); public UserLutModel userLut = new UserLutModel(); public ChromaticAberrationModel chromaticAberration = new ChromaticAberrationModel(); public GrainModel grain = new GrainModel(); public VignetteModel vignette = new VignetteModel(); public DitheringModel dithering = new DitheringModel(); #if UNITY_EDITOR // Monitor settings [Serializable] public class MonitorSettings { // Callback used in the editor to grab the rendered frame and sent it to monitors public Action onFrameEndEditorOnly; // Global public int currentMonitorID = 0; public bool refreshOnPlay = false; // Histogram public enum HistogramMode { Red = 0, Green = 1, Blue = 2, Luminance = 3, RGBMerged, RGBSplit } public HistogramMode histogramMode = HistogramMode.Luminance; // Waveform public float waveformExposure = 0.12f; public bool waveformY = false; public bool waveformR = true; public bool waveformG = true; public bool waveformB = true; // Parade public float paradeExposure = 0.12f; // Vectorscope public float vectorscopeExposure = 0.12f; public bool vectorscopeShowBackground = true; } public MonitorSettings monitors = new MonitorSettings(); #endif } }