43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
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using System;
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namespace UnityEngine.Rendering.Universal
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{
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public enum FilmGrainLookup
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{
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Thin1,
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Thin2,
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Medium1,
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Medium2,
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Medium3,
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Medium4,
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Medium5,
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Medium6,
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Large01,
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Large02,
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Custom
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}
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[Serializable, VolumeComponentMenuForRenderPipeline("Post-processing/Film Grain", typeof(UniversalRenderPipeline))]
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public sealed class FilmGrain : VolumeComponent, IPostProcessComponent
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{
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[Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")]
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public FilmGrainLookupParameter type = new FilmGrainLookupParameter(FilmGrainLookup.Thin1);
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[Tooltip("Use the slider to set the strength of the Film Grain effect.")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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[Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")]
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public ClampedFloatParameter response = new ClampedFloatParameter(0.8f, 0f, 1f);
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[Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")]
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public NoInterpTextureParameter texture = new NoInterpTextureParameter(null);
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public bool IsActive() => intensity.value > 0f && (type.value != FilmGrainLookup.Custom || texture.value != null);
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public bool IsTileCompatible() => true;
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}
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[Serializable]
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public sealed class FilmGrainLookupParameter : VolumeParameter<FilmGrainLookup> { public FilmGrainLookupParameter(FilmGrainLookup value, bool overrideState = false) : base(value, overrideState) { } }
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}
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