176 lines
7.3 KiB
C#
176 lines
7.3 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// A volume component that holds settings for the Shadows, Midtones, Highlights effect.
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/// </summary>
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/// <remarks>
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/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a Shadows, Midtones, Highlights post-processing effect.
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/// </remarks>
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/// <example>
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/// <para>This sample code shows how settings can be retrieved and modified in runtime:</para>
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/// <code>
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/// using System;
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/// using UnityEngine;
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/// using UnityEngine.Rendering;
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/// using UnityEngine.Rendering.Universal;
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///
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/// public class ModifyVolumeComponent : MonoBehaviour
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/// {
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/// [SerializeField] VolumeProfile volumeProfile;
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/// [SerializeField] VolumeSettings volumeSettings;
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///
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/// private bool m_HasRetrievedVolumeComponent;
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/// private ShadowsMidtonesHighlights m_VolumeComponent;
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///
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/// [Serializable]
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/// private struct VolumeSettings
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/// {
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/// public bool active;
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/// public Vector4Parameter shadows;
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/// public Vector4Parameter midtones;
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/// public Vector4Parameter highlights;
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/// public MinFloatParameter shadowsStart;
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/// public MinFloatParameter shadowsEnd;
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/// public MinFloatParameter highlightsStart;
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/// public MinFloatParameter highlightsEnd;
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///
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///
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/// public void SetVolumeComponentSettings(ref ShadowsMidtonesHighlights volumeComponent)
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/// {
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/// volumeComponent.active = active;
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/// volumeComponent.shadows = shadows;
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/// volumeComponent.midtones = midtones;
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/// volumeComponent.highlights = highlights;
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/// volumeComponent.shadowsStart = shadowsStart;
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/// volumeComponent.shadowsEnd = shadowsEnd;
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/// volumeComponent.highlightsStart = highlightsStart;
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/// volumeComponent.highlightsEnd = highlightsEnd;
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/// }
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///
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/// public void GetVolumeComponentSettings(ref ShadowsMidtonesHighlights volumeComponent)
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/// {
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/// active = volumeComponent.active;
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/// shadows = volumeComponent.shadows;
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/// midtones = volumeComponent.midtones;
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/// highlights = volumeComponent.highlights;
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/// shadowsStart = volumeComponent.shadowsStart;
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/// shadowsEnd = volumeComponent.shadowsEnd;
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/// highlightsStart = volumeComponent.highlightsStart;
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/// highlightsEnd = volumeComponent.highlightsEnd;
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/// }
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/// }
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///
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/// private void Start()
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/// {
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/// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent);
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/// if (m_HasRetrievedVolumeComponent)
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/// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent);
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/// }
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///
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/// private void Update()
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/// {
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/// if (!m_HasRetrievedVolumeComponent)
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/// return;
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///
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/// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent);
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/// }
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///
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/// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ShadowsMidtonesHighlights volumeComponent)
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/// {
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/// if (volumeComponent != null)
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/// return true;
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///
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/// if (volumeProfile == null)
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/// {
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/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
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/// return false;
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/// }
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///
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/// volumeProfile.TryGet(out ShadowsMidtonesHighlights component);
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/// if (component == null)
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/// {
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/// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
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/// return false;
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/// }
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///
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/// volumeComponent = component;
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/// return true;
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/// }
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/// }
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/// </code>
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/// </example>
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/// <seealso cref="VolumeProfile"/>
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/// <seealso cref="VolumeComponent"/>
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/// <seealso cref="IPostProcessComponent"/>
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/// <seealso cref="VolumeParameter{T}"/>
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/// <seealso cref="Vector4Parameter"/>
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/// <seealso cref="MinFloatParameter"/>
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[Serializable, VolumeComponentMenu("Post-processing/Shadows, Midtones, Highlights")]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[URPHelpURL("Post-Processing-Shadows-Midtones-Highlights")]
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public sealed class ShadowsMidtonesHighlights : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// Use this to control and apply a hue to the shadows.
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/// </summary>
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public Vector4Parameter shadows = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Use this to control and apply a hue to the midtones.
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/// </summary>
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public Vector4Parameter midtones = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Use this to control and apply a hue to the highlights.
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/// </summary>
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public Vector4Parameter highlights = new Vector4Parameter(new Vector4(1f, 1f, 1f, 0f));
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/// <summary>
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/// Start point of the transition between shadows and midtones.
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/// </summary>
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[Header("Shadow Limits")]
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[Tooltip("Start point of the transition between shadows and midtones.")]
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public MinFloatParameter shadowsStart = new MinFloatParameter(0f, 0f);
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/// <summary>
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/// End point of the transition between shadows and midtones.
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/// </summary>
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[Tooltip("End point of the transition between shadows and midtones.")]
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public MinFloatParameter shadowsEnd = new MinFloatParameter(0.3f, 0f);
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/// <summary>
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/// Start point of the transition between midtones and highlights
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/// </summary>
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[Header("Highlight Limits")]
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[Tooltip("Start point of the transition between midtones and highlights.")]
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public MinFloatParameter highlightsStart = new MinFloatParameter(0.55f, 0f);
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/// <summary>
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/// End point of the transition between midtones and highlights.
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/// </summary>
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[Tooltip("End point of the transition between midtones and highlights.")]
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public MinFloatParameter highlightsEnd = new MinFloatParameter(1f, 0f);
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/// <summary>
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/// Tells if the post process needs to be rendered or not.
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/// </summary>
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/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
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public bool IsActive()
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{
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var defaultState = new Vector4(1f, 1f, 1f, 0f);
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return shadows != defaultState
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|| midtones != defaultState
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|| highlights != defaultState;
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}
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/// <summary>
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/// Tells if the post process can run the effect on-tile or if it needs a full pass.
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/// </summary>
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/// <returns><c>true</c> if it can run on-tile, <c>false</c> otherwise.</returns>
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[Obsolete("Unused #from(2023.1)", false)]
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public bool IsTileCompatible() => true;
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}
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}
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