VR4Medical/ICI/Library/PackageCache/com.unity.render-pipelines.universal@2b88762731f8/Runtime/Overrides/ChannelMixer.cs
2025-07-29 13:45:50 +03:00

199 lines
8.6 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// A volume component that holds settings for the Channel Mixer effect.
/// </summary>
/// <remarks>
/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a Channel Mixer post-processing effect.
/// </remarks>
/// <example>
/// <para>This sample code shows how settings can be retrieved and modified in runtime:</para>
/// <code>
/// using System;
/// using UnityEngine;
/// using UnityEngine.Rendering;
/// using UnityEngine.Rendering.Universal;
///
/// public class ModifyVolumeComponent : MonoBehaviour
/// {
/// [SerializeField] VolumeProfile volumeProfile;
/// [SerializeField] VolumeSettings volumeSettings;
///
/// private bool m_HasRetrievedVolumeComponent;
/// private ChannelMixer m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public ClampedFloatParameter redOutRedIn;
/// public ClampedFloatParameter redOutGreenIn;
/// public ClampedFloatParameter redOutBlueIn;
/// public ClampedFloatParameter greenOutRedIn;
/// public ClampedFloatParameter greenOutGreenIn;
/// public ClampedFloatParameter greenOutBlueIn;
/// public ClampedFloatParameter blueOutRedIn;
/// public ClampedFloatParameter blueOutGreenIn;
/// public ClampedFloatParameter blueOutBlueIn;
///
/// public void SetVolumeComponentSettings(ref ChannelMixer volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.redOutRedIn = redOutRedIn;
/// volumeComponent.redOutGreenIn = redOutGreenIn;
/// volumeComponent.redOutBlueIn = redOutBlueIn;
/// volumeComponent.greenOutRedIn = greenOutRedIn;
/// volumeComponent.greenOutGreenIn = greenOutGreenIn;
/// volumeComponent.greenOutBlueIn = greenOutBlueIn;
/// volumeComponent.blueOutRedIn = blueOutRedIn;
/// volumeComponent.blueOutGreenIn = blueOutGreenIn;
/// volumeComponent.blueOutBlueIn = blueOutBlueIn;
/// }
///
/// public void GetVolumeComponentSettings(ref ChannelMixer volumeComponent)
/// {
/// active = volumeComponent.active;
/// redOutRedIn = volumeComponent.redOutRedIn;
/// redOutGreenIn = volumeComponent.redOutGreenIn;
/// redOutBlueIn = volumeComponent.redOutBlueIn;
/// greenOutRedIn = volumeComponent.greenOutRedIn;
/// greenOutGreenIn = volumeComponent.greenOutGreenIn;
/// greenOutBlueIn = volumeComponent.greenOutBlueIn;
/// blueOutRedIn = volumeComponent.blueOutRedIn;
/// blueOutGreenIn = volumeComponent.blueOutGreenIn;
/// blueOutBlueIn = volumeComponent.blueOutBlueIn;
/// }
/// }
///
/// private void Start()
/// {
/// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent);
///
/// if (m_HasRetrievedVolumeComponent)
/// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private void Update()
/// {
/// if (!m_HasRetrievedVolumeComponent)
/// return;
///
/// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref ChannelMixer volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out ChannelMixer component);
/// if (component == null)
/// {
/// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
/// return false;
/// }
///
/// volumeComponent = component;
/// return true;
/// }
/// }
/// </code>
/// </example>
/// <seealso cref="VolumeProfile"/>
/// <seealso cref="VolumeComponent"/>
/// <seealso cref="IPostProcessComponent"/>
/// <seealso cref="VolumeParameter{T}"/>
/// <seealso cref="ClampedFloatParameter"/>
[Serializable, VolumeComponentMenu("Post-processing/Channel Mixer")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Channel-Mixer")]
public sealed class ChannelMixer : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Modify influence of the red channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the red channel in the overall mix.")]
public ClampedFloatParameter redOutRedIn = new ClampedFloatParameter(100f, -200f, 200f);
/// <summary>
/// Modify influence of the green channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the green channel in the overall mix.")]
public ClampedFloatParameter redOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the blue channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the blue channel in the overall mix.")]
public ClampedFloatParameter redOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the red channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the red channel in the overall mix.")]
public ClampedFloatParameter greenOutRedIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the green channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the green channel in the overall mix.")]
public ClampedFloatParameter greenOutGreenIn = new ClampedFloatParameter(100f, -200f, 200f);
/// <summary>
/// Modify influence of the blue channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the blue channel in the overall mix.")]
public ClampedFloatParameter greenOutBlueIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the red channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the red channel in the overall mix.")]
public ClampedFloatParameter blueOutRedIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the green channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the green channel in the overall mix.")]
public ClampedFloatParameter blueOutGreenIn = new ClampedFloatParameter(0f, -200f, 200f);
/// <summary>
/// Modify influence of the blue channel in the overall mix.
/// </summary>
[Tooltip("Modify influence of the blue channel in the overall mix.")]
public ClampedFloatParameter blueOutBlueIn = new ClampedFloatParameter(100f, -200f, 200f);
/// <summary>
/// Tells if the post process needs to be rendered or not.
/// </summary>
/// <returns><c>true</c> if the effect should be rendered, <c>false</c> otherwise.</returns>
public bool IsActive()
{
return redOutRedIn.value != 100f
|| redOutGreenIn.value != 0f
|| redOutBlueIn.value != 0f
|| greenOutRedIn.value != 0f
|| greenOutGreenIn.value != 100f
|| greenOutBlueIn.value != 0f
|| blueOutRedIn.value != 0f
|| blueOutGreenIn.value != 0f
|| blueOutBlueIn.value != 100f;
}
/// <summary>
/// Tells if the post process can run the effect on-tile or if it needs a full pass.
/// </summary>
/// <returns><c>true</c> if it can run on-tile, <c>false</c> otherwise.</returns>
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => true;
}
}