Singularity/Library/PackageCache/com.unity.render-pipelines..../Editor/Converter/PPv2/EffectConverters/DepthOfFieldConverter.cs

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2024-05-06 14:45:45 -04:00
#if PPV2_EXISTS
using System;
using BIRPToURPConversionExtensions;
using UnityEngine.Rendering;
using BIRPRendering = UnityEngine.Rendering.PostProcessing;
using URPRendering = UnityEngine.Rendering.Universal;
namespace UnityEditor.Rendering.Universal.Converters
{
public class DepthOfFieldConverter : PostProcessEffectSettingsConverter
{
protected override Type OldSettingsType { get; } = typeof(BIRPRendering.DepthOfField);
protected override void ConvertToTarget(BIRPRendering.PostProcessEffectSettings oldSettings,
VolumeProfile targetProfile)
{
var oldDepthOfField = oldSettings as BIRPRendering.DepthOfField;
var newVolumeComponent = AddVolumeComponentToAsset<URPRendering.DepthOfField>(targetProfile);
newVolumeComponent.active = oldDepthOfField.active;
// Always use Bokeh mode, because it has parity with the PPv2 approach
newVolumeComponent.mode.value = oldDepthOfField.enabled
? URPRendering.DepthOfFieldMode.Bokeh
: URPRendering.DepthOfFieldMode.Off;
newVolumeComponent.mode.overrideState = true;
oldDepthOfField.focusDistance.Convert(newVolumeComponent.focusDistance, enabledState: oldSettings.enabled);
oldDepthOfField.focalLength.Convert(newVolumeComponent.focalLength, enabledState: oldSettings.enabled);
oldDepthOfField.aperture.Convert(newVolumeComponent.aperture, enabledState: oldSettings.enabled);
// TODO: No clear conversions for these?
// oldDepthOfField.kernelSize
}
}
}
#endif