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

156 lines
6.5 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// A volume component that holds settings for the Lens Distortion effect.
/// </summary>
/// <remarks>
/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a Lens Distortion 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 LensDistortion m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public ClampedFloatParameter intensity;
/// public ClampedFloatParameter xMultiplier;
/// public ClampedFloatParameter yMultiplier;
/// public Vector2Parameter center;
/// public ClampedFloatParameter scale;
///
/// public void SetVolumeComponentSettings(ref LensDistortion volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.intensity = intensity;
/// volumeComponent.xMultiplier = xMultiplier;
/// volumeComponent.yMultiplier = yMultiplier;
/// volumeComponent.center = center;
/// volumeComponent.scale = scale;
/// }
///
/// public void GetVolumeComponentSettings(ref LensDistortion volumeComponent)
/// {
/// active = volumeComponent.active;
/// intensity = volumeComponent.intensity;
/// xMultiplier = volumeComponent.xMultiplier;
/// yMultiplier = volumeComponent.yMultiplier;
/// center = volumeComponent.center;
/// scale = volumeComponent.scale;
/// }
/// }
///
/// 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 LensDistortion volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out LensDistortion 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"/>
/// <seealso cref="Vector2Parameter"/>
[Serializable, VolumeComponentMenu("Post-processing/Lens Distortion")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Lens-Distortion")]
public sealed class LensDistortion : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Total distortion amount.
/// </summary>
[Tooltip("Total distortion amount.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, -1f, 1f);
/// <summary>
/// Intensity multiplier on X axis. Set it to 0 to disable distortion on this axis.
/// </summary>
[Tooltip("Intensity multiplier on X axis. Set it to 0 to disable distortion on this axis.")]
public ClampedFloatParameter xMultiplier = new ClampedFloatParameter(1f, 0f, 1f);
/// <summary>
/// Intensity multiplier on Y axis. Set it to 0 to disable distortion on this axis.
/// </summary>
[Tooltip("Intensity multiplier on Y axis. Set it to 0 to disable distortion on this axis.")]
public ClampedFloatParameter yMultiplier = new ClampedFloatParameter(1f, 0f, 1f);
/// <summary>
/// Distortion center point. 0.5,0.5 is center of the screen
/// </summary>
[Tooltip("Distortion center point. 0.5,0.5 is center of the screen.")]
public Vector2Parameter center = new Vector2Parameter(new Vector2(0.5f, 0.5f));
/// <summary>
/// Controls global screen scaling for the distortion effect. Use this to hide the screen borders when using high \"Intensity.\"
/// </summary>
[Tooltip("Controls global screen scaling for the distortion effect. Use this to hide the screen borders when using high \"Intensity.\"")]
public ClampedFloatParameter scale = new ClampedFloatParameter(1f, 0.01f, 5f);
/// <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 Mathf.Abs(intensity.value) > 0
&& (xMultiplier.value > 0f || yMultiplier.value > 0f);
}
/// <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() => false;
}
}