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

298 lines
14 KiB
C#

using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// The resolution at which URP computes the Screen Space Lens Flare effect.
/// </summary>
public enum ScreenSpaceLensFlareResolution : int
{
/// <summary>
/// Half Resolution.
/// </summary>
Half = 2,
/// <summary>
/// Quarter Resolution.
/// </summary>
Quarter = 4,
/// <summary>
/// Eigtht Resolution.
/// </summary>
Eighth = 8
}
/// <summary>
/// A volume component that holds settings for the Screen Space Lens Flare effect.
/// </summary>
/// <remarks>
/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a Screen Space Lens Flare 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 ScreenSpaceLensFlare m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public MinFloatParameter intensity;
/// public ColorParameter tintColor;
/// public ClampedIntParameter bloomMip;
/// public MinFloatParameter firstFlareIntensity;
/// public MinFloatParameter secondaryFlareIntensity;
/// public MinFloatParameter warpedFlareIntensity;
/// public Vector2Parameter warpedFlareScale;
/// public ClampedIntParameter samples;
/// public ClampedFloatParameter sampleDimmer;
/// public ClampedFloatParameter vignetteEffect;
/// public ClampedFloatParameter startingPosition;
/// public ClampedFloatParameter scale;
/// public MinFloatParameter streaksIntensity;
/// public ClampedFloatParameter streaksLength;
/// public FloatParameter streaksOrientation;
/// public ClampedFloatParameter streaksThreshold;
/// public ScreenSpaceLensFlareResolutionParameter resolution;
/// public ClampedFloatParameter chromaticAbberationIntensity;
///
///
/// public void SetVolumeComponentSettings(ref ScreenSpaceLensFlare volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.firstFlareIntensity = firstFlareIntensity;
/// volumeComponent.secondaryFlareIntensity = secondaryFlareIntensity;
/// volumeComponent.warpedFlareIntensity = warpedFlareIntensity;
/// volumeComponent.warpedFlareScale = warpedFlareScale;
/// volumeComponent.samples = samples;
/// volumeComponent.sampleDimmer = sampleDimmer;
/// volumeComponent.vignetteEffect = vignetteEffect;
/// volumeComponent.startingPosition = startingPosition;
/// volumeComponent.scale = scale;
/// volumeComponent.streaksIntensity = streaksIntensity;
/// volumeComponent.streaksLength = streaksLength;
/// volumeComponent.streaksOrientation = streaksOrientation;
/// volumeComponent.streaksThreshold = streaksThreshold;
/// volumeComponent.resolution = resolution;
/// volumeComponent.chromaticAbberationIntensity = chromaticAbberationIntensity;
/// }
///
/// public void GetVolumeComponentSettings(ref ScreenSpaceLensFlare volumeComponent)
/// {
/// active = volumeComponent.active;
/// firstFlareIntensity = volumeComponent.firstFlareIntensity;
/// secondaryFlareIntensity = volumeComponent.secondaryFlareIntensity;
/// warpedFlareIntensity = volumeComponent.warpedFlareIntensity;
/// warpedFlareScale = volumeComponent.warpedFlareScale;
/// samples = volumeComponent.samples;
/// sampleDimmer = volumeComponent.sampleDimmer;
/// vignetteEffect = volumeComponent.vignetteEffect;
/// startingPosition = volumeComponent.startingPosition;
/// scale = volumeComponent.scale;
/// streaksIntensity = volumeComponent.streaksIntensity;
/// streaksLength = volumeComponent.streaksLength;
/// streaksOrientation = volumeComponent.streaksOrientation;
/// streaksThreshold = volumeComponent.streaksThreshold;
/// resolution = volumeComponent.resolution;
/// chromaticAbberationIntensity = volumeComponent.chromaticAbberationIntensity;
/// }
/// }
///
/// 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 ScreenSpaceLensFlare volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out ScreenSpaceLensFlare 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="MinFloatParameter"/>
/// <seealso cref="ColorParameter"/>
/// <seealso cref="ClampedIntParameter"/>
/// <seealso cref="Vector2Parameter"/>
/// <seealso cref="ClampedFloatParameter"/>
/// <seealso cref="FloatParameter"/>
/// <seealso cref="ScreenSpaceLensFlareResolutionParameter"/>
[Serializable, VolumeComponentMenu("Post-processing/Screen Space Lens Flare")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("shared/lens-flare/lens-flare-component")]
public class ScreenSpaceLensFlare : VolumeComponent, IPostProcessComponent
{
/// <summary>
/// Sets the global intensity of the Screen Space Lens Flare effect. When set to 0, the pass is skipped.
/// </summary>
public MinFloatParameter intensity = new MinFloatParameter(0f, 0f);
/// <summary>
/// Sets the color used to tint all the flares.
/// </summary>
public ColorParameter tintColor = new ColorParameter(Color.white);
/// <summary>
/// Controls the bloom Mip used as a source for the Lens Flare effect. A high value will result in a blurrier result for all flares.
/// </summary>
[AdditionalProperty]
public ClampedIntParameter bloomMip = new ClampedIntParameter(1, 0, 5);
/// <summary>
/// Controls the intensity of the Regular Flare sample. Those flares are sampled using scaled screen coordinates.
/// </summary>
[Header("Flares")]
public MinFloatParameter firstFlareIntensity = new MinFloatParameter(1f, 0f);
/// <summary>
/// Controls the intensity of the Reversed Flare sample. Those flares are sampled using scaled and flipped screen coordinates.
/// </summary>
public MinFloatParameter secondaryFlareIntensity = new MinFloatParameter(1f, 0f);
/// <summary>
/// Controls the intensity of the Warped Flare sample. Those flares are sampled using polar screen coordinates.
/// </summary>
public MinFloatParameter warpedFlareIntensity = new MinFloatParameter(1f, 0f);
/// <summary>
/// Sets the scale of the warped flare. A value of 1,1 will keep this flare circular.
/// </summary>
[AdditionalProperty]
public Vector2Parameter warpedFlareScale = new Vector2Parameter(new Vector2(1f, 1f));
/// <summary>
/// Controls the number of times the flare effect is repeated for each flare type (first, second, warped). This parameter has a strong impact on performance.
/// </summary>
public ClampedIntParameter samples = new ClampedIntParameter(1, 1, 3);
/// <summary>
/// Controls the value by which each additional sample is multiplied. A value of 1 keep the same intensities for all samples. A value of 0.7 multiplies the first sample by 1 (0.7 power 0), the second sample by 0.7 (0.7 power 1) and the third sample by 0.49 (0.7 power 2).
/// </summary>
[AdditionalProperty]
public ClampedFloatParameter sampleDimmer = new ClampedFloatParameter(0.5f, 0.1f, 1f);
/// <summary>
/// Controls the intensity of the vignette effect to occlude the Lens Flare effect at the center of the screen.
/// </summary>
public ClampedFloatParameter vignetteEffect = new ClampedFloatParameter(1f, 0f, 1f);
/// <summary>
/// Controls the starting position of the flares in screen space relative to their source.
/// </summary>
public ClampedFloatParameter startingPosition = new ClampedFloatParameter(1.25f, 1f, 3f);
/// <summary>
/// Controls the scale at which the flare effect is sampled.
/// </summary>
public ClampedFloatParameter scale = new ClampedFloatParameter(1.5f, 1f, 4f);
/// <summary>
/// Controls the intensity of streaks effect. This effect has an impact on performance when above zero. When this intensity is zero, this effect is not evaluated to save costs.
/// </summary>
[Header("Streaks")]
public MinFloatParameter streaksIntensity = new MinFloatParameter(0f, 0f);
/// <summary>
/// Controls the length of streaks effect. A value of one creates streaks about the width of the screen.
/// </summary>
public ClampedFloatParameter streaksLength = new ClampedFloatParameter(0.5f, 0f, 1f);
/// <summary>
/// Controls the orientation of streaks effect in degrees. A value of 0 produces horizontal streaks.
/// </summary>
public FloatParameter streaksOrientation = new FloatParameter(0f);
/// <summary>
/// Controls the threshold of horizontal streak effect. A high value makes the effect more localised on the high intensity areas of the screen.
/// </summary>
public ClampedFloatParameter streaksThreshold = new ClampedFloatParameter(0.25f, 0f, 1f);
/// <summary>
/// Specifies the resolution at which the streak effect is evaluated.
/// </summary>
[SerializeField]
[AdditionalProperty]
public ScreenSpaceLensFlareResolutionParameter resolution = new ScreenSpaceLensFlareResolutionParameter(ScreenSpaceLensFlareResolution.Quarter);
/// <summary>
/// Controls the strength of the Chromatic Aberration effect. The higher the value, the more light is dispersed on the sides of the screen
/// </summary>
[Header("Chromatic Abberation")]
public ClampedFloatParameter chromaticAbberationIntensity = new ClampedFloatParameter(0.5f, 0f, 1f);
/// <summary>
/// Default constructor for the lens flare volume component.
/// </summary>
public ScreenSpaceLensFlare()
{
displayName = "Screen Space Lens Flare";
}
/// <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 intensity.value > 0;
}
/// <summary>
/// Returns true is streakIntensity is above zero.
/// </summary>
/// <returns></returns>
public bool IsStreaksActive()
{
return streaksIntensity.value > 0;
}
/// <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;
}
/// <summary>
/// A <see cref="VolumeParameter"/> that holds a <see cref="ScreenSpaceLensFlareResolution"/> value.
/// </summary>
[Serializable]
public sealed class ScreenSpaceLensFlareResolutionParameter : VolumeParameter<ScreenSpaceLensFlareResolution>
{
/// <summary>
/// Creates a new <see cref="ScreenSpaceLensFlareResolutionParameter"/> instance.
/// </summary>
/// <param name="value">The initial value to store in the parameter.</param>
/// <param name="overrideState">The initial override state for the parameter.</param>
public ScreenSpaceLensFlareResolutionParameter(ScreenSpaceLensFlareResolution value, bool overrideState = false) : base(value, overrideState) { }
}
}