Singularity/Library/PackageCache/com.unity.render-pipelines..../Runtime/PostProcessing/LensFlareDataSRP.cs

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2024-05-06 14:45:45 -04:00
using UnityEngine.Serialization;
namespace UnityEngine.Rendering
{
/// <summary>
/// SRPLensFlareBlendMode defined the available blend mode for each LensFlareElement
/// </summary>
[System.Serializable]
public enum SRPLensFlareBlendMode
{
/// <summary>
/// Additive: Blend One One
/// </summary>
Additive,
/// <summary>
/// Screen:
/// Blend One OneMinusSrcColor
/// </summary>
Screen,
/// <summary>
/// Premultiply:
/// Blend One OneMinusSrcAlpha
/// ColorMask RGB
/// </summary>
Premultiply,
/// <summary>
/// Lerp: Blend SrcAlpha OneMinusSrcAlpha
/// </summary>
Lerp
}
/// <summary>
/// SRPLensFlareDistribution defined how we spread the flare element when count > 1
/// </summary>
[System.Serializable]
public enum SRPLensFlareDistribution
{
/// <summary>
/// Uniformly spread
/// </summary>
Uniform,
/// <summary>
/// Controlled with curved
/// </summary>
Curve,
/// <summary>
/// Random distribution
/// </summary>
Random
}
/// <summary>
/// SRPLensFlareType which can be an image of a procedural shape
/// If change order or add new member, need to update preview
/// shader: LensFlareDataDrivenPreview.shader
/// </summary>
[System.Serializable]
public enum SRPLensFlareType
{
/// <summary>
/// Image from a file or a RenderTexture
/// </summary>
Image,
/// <summary>
/// Procedural Circle
/// </summary>
Circle,
/// <summary>
/// Polygon
/// </summary>
Polygon
}
/// <summary>
/// LensFlareDataElementSRP defines collection of parameters describing the behavior a Lens Flare Element.
/// </summary>
[System.Serializable]
public sealed class LensFlareDataElementSRP
{
/// <summary> Initialize default values </summary>
public LensFlareDataElementSRP()
{
visible = true;
localIntensity = 1.0f;
position = 0.0f;
positionOffset = new Vector2(0.0f, 0.0f);
angularOffset = 0.0f;
translationScale = new Vector2(1.0f, 1.0f);
lensFlareTexture = null;
uniformScale = 1.0f;
sizeXY = Vector2.one;
allowMultipleElement = false;
count = 5;
rotation = 0.0f;
tint = new Color(1.0f, 1.0f, 1.0f, 0.5f);
blendMode = SRPLensFlareBlendMode.Additive;
autoRotate = false;
isFoldOpened = true;
flareType = SRPLensFlareType.Circle;
distribution = SRPLensFlareDistribution.Uniform;
lengthSpread = 1f;
colorGradient = new Gradient();
colorGradient.SetKeys(new GradientColorKey[] { new GradientColorKey(Color.white, 0.0f), new GradientColorKey(Color.white, 1.0f) },
new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) });
positionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
scaleCurve = new AnimationCurve(new Keyframe(0.0f, 1.0f), new Keyframe(1.0f, 1.0f));
uniformAngleCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f), new Keyframe(1.0f, 0.0f));
// Random
seed = 0;
intensityVariation = 0.75f;
positionVariation = new Vector2(1.0f, 0.0f);
scaleVariation = 1.0f;
rotationVariation = 180.0f;
// Distortion
enableRadialDistortion = false;
targetSizeDistortion = Vector2.one;
distortionCurve = new AnimationCurve(new Keyframe(0.0f, 0.0f, 1.0f, 1.0f), new Keyframe(1.0f, 1.0f, 1.0f, -1.0f));
distortionRelativeToCenter = false;
// Parameters for Procedural
fallOff = 1.0f;
edgeOffset = 0.1f;
sdfRoundness = 0.0f;
sideCount = 6;
inverseSDF = false;
}
/// <summary> Visibility checker for current element </summary>
public bool visible;
/// <summary> Position </summary>
public float position;
/// <summary> Position offset </summary>
public Vector2 positionOffset;
/// <summary> Angular offset </summary>
public float angularOffset;
/// <summary> Translation Scale </summary>
public Vector2 translationScale;
[Min(0), SerializeField, FormerlySerializedAs("localIntensity")]
float m_LocalIntensity;
/// <summary> Intensity of this element </summary>
public float localIntensity
{
get => m_LocalIntensity;
set => m_LocalIntensity = Mathf.Max(0, value);
}
/// <summary> Texture used to for this Lens Flare Element </summary>
public Texture lensFlareTexture;
/// <summary> Uniform scale applied </summary>
public float uniformScale;
/// <summary> Scale size on each dimension </summary>
public Vector2 sizeXY;
/// <summary> Enable multiple elements </summary>
public bool allowMultipleElement;
[Min(1), SerializeField, FormerlySerializedAs("count")]
int m_Count;
/// <summary> Element can be repeated 'count' times </summary>
public int count
{
get => m_Count;
set => m_Count = Mathf.Max(1, value);
}
/// <summary> Preserve Aspect Ratio </summary>
public bool preserveAspectRatio;
/// <summary> Local rotation of the texture </summary>
public float rotation;
/// <summary> Tint of the texture can be modulated by the light we are attached to </summary>
public Color tint;
/// <summary> Blend mode used </summary>
public SRPLensFlareBlendMode blendMode;
/// <summary> Rotate the texture relative to the angle on the screen (the rotation will be added to the parameter 'rotation') </summary>
public bool autoRotate;
/// <summary> FlareType used </summary>
public SRPLensFlareType flareType;
/// <summary> Modulate by light color if the asset is used in a 'SRP Lens Flare Source Override' </summary>
public bool modulateByLightColor;
#pragma warning disable 0414 // never used (editor state)
/// <summary> Internal value use to store the state of minimized or maximized LensFlareElement </summary>
[SerializeField]
bool isFoldOpened;
#pragma warning restore 0414
/// <summary> SRPLensFlareDistribution defined how we spread the flare element when count > 1 </summary>
public SRPLensFlareDistribution distribution;
/// <summary> Length to spread the distribution of flares, spread start at 'starting position' </summary>
public float lengthSpread;
/// <summary> Curve describing how to place flares distribution (Used only for Uniform and Curve 'distribution') </summary>
public AnimationCurve positionCurve;
/// <summary> Curve describing how to scale flares distribution (Used only for Uniform and Curve 'distribution') </summary>
public AnimationCurve scaleCurve;
/// <summary> Seed used to seed randomness </summary>
public int seed;
/// <summary> Colors used uniformly for Uniform or Curve Distribution and Random when the distribution is 'Random'. </summary>
public Gradient colorGradient;
[Range(0, 1), SerializeField, FormerlySerializedAs("intensityVariation")]
float m_IntensityVariation;
/// <summary> Scale factor applied on the variation of the intensities. </summary>
public float intensityVariation
{
get => m_IntensityVariation;
set => m_IntensityVariation = Mathf.Max(0, value);
}
/// <summary> Scale factor applied on the variation of the positions. </summary>
public Vector2 positionVariation;
/// <summary> Coefficient applied on the variation of the scale (relative to the current scale). </summary>
public float scaleVariation;
/// <summary> Scale factor applied on the variation of the rotation (relative to the current rotation or auto-rotate). </summary>
public float rotationVariation;
/// <summary> True to use or not the radial distortion. </summary>
public bool enableRadialDistortion;
/// <summary> Target size used on the edge of the screen. </summary>
public Vector2 targetSizeDistortion;
/// <summary> Curve blending from screen center to the edges of the screen. </summary>
public AnimationCurve distortionCurve;
/// <summary> If true the distortion is relative to center of the screen otherwise relative to lensFlare source screen position. </summary>
public bool distortionRelativeToCenter;
[Range(0, 1), SerializeField, FormerlySerializedAs("fallOff")]
float m_FallOff;
/// <summary> Fall of the gradient used for the Procedural Flare. </summary>
public float fallOff
{
get => m_FallOff;
set => m_FallOff = Mathf.Clamp01(value);
}
[Range(0, 1), SerializeField, FormerlySerializedAs("edgeOffset")]
float m_EdgeOffset;
/// <summary> Gradient Offset used for the Procedural Flare. </summary>
public float edgeOffset
{
get => m_EdgeOffset;
set => m_EdgeOffset = Mathf.Clamp01(value);
}
[Min(3), SerializeField, FormerlySerializedAs("sideCount")]
int m_SideCount;
/// <summary> Side count of the regular polygon generated. </summary>
public int sideCount
{
get => m_SideCount;
set => m_SideCount = Mathf.Max(3, value);
}
[Range(0, 1), SerializeField, FormerlySerializedAs("sdfRoundness")]
float m_SdfRoundness;
/// <summary> Roundness of the polygon flare (0: Sharp Polygon, 1: Circle). </summary>
public float sdfRoundness
{
get => m_SdfRoundness;
set => m_SdfRoundness = Mathf.Clamp01(value);
}
/// <summary> Inverse the gradient direction. </summary>
public bool inverseSDF;
/// <summary> Uniform angle (in degrees) used with multiple element enabled with Uniform distribution. </summary>
public float uniformAngle;
/// <summary> Uniform angle (remap from -180.0f to 180.0f) used with multiple element enabled with Curve distribution. </summary>
public AnimationCurve uniformAngleCurve;
}
/// <summary> LensFlareDataSRP defines a Lens Flare with a set of LensFlareDataElementSRP </summary>
[System.Serializable]
public sealed class LensFlareDataSRP : ScriptableObject
{
/// <summary> Initialize default value </summary>
public LensFlareDataSRP()
{
elements = null;
}
/// <summary> List of LensFlareDataElementSRP </summary>
public LensFlareDataElementSRP[] elements;
}
}