NewN_UAVPlane/Assets/art/haidao/PostProcessing/Runtime/Models/EyeAdaptationModel.cs

85 lines
2.8 KiB
C#

using System;
namespace UnityEngine.PostProcessing
{
[Serializable]
public class EyeAdaptationModel : PostProcessingModel
{
public enum EyeAdaptationType
{
Progressive,
Fixed
}
[Serializable]
public struct Settings
{
[Range(1f, 99f), Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float lowPercent;
[Range(1f, 99f), Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
public float highPercent;
[Min(0f), Tooltip("Minimum average luminance to consider for auto exposure.")]
public float minLuminance;
[Min(0f), Tooltip("Maximum average luminance to consider for auto exposure.")]
public float maxLuminance;
[Min(0f), Tooltip("Exposure bias. Use this to control the global exposure of the scene.")]
public float exposureCompensation;
[Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
public EyeAdaptationType adaptationType;
[Min(0f), Tooltip("Adaptation speed from a dark to a light environment.")]
public float speedUp;
[Min(0f), Tooltip("Adaptation speed from a light to a dark environment.")]
public float speedDown;
[Range(-16, -1), Tooltip("Lower bound for the brightness range of the generated histogram (Log2).")]
public int logMin;
[Range(1, 16), Tooltip("Upper bound for the brightness range of the generated histogram (Log2).")]
public int logMax;
public static Settings defaultSettings
{
get
{
return new Settings
{
lowPercent = 65f,
highPercent = 95f,
minLuminance = 0.03f,
maxLuminance = 2f,
exposureCompensation = 0.5f,
adaptationType = EyeAdaptationType.Progressive,
speedUp = 2f,
speedDown = 1f,
logMin = -8,
logMax = 4
};
}
}
}
[SerializeField]
Settings m_Settings = Settings.defaultSettings;
public Settings settings
{
get { return m_Settings; }
set { m_Settings = value; }
}
public override void Reset()
{
m_Settings = Settings.defaultSettings;
}
}
}