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