251 lines
11 KiB
C#
251 lines
11 KiB
C#
using System;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
/// <summary>
|
|
/// Focusing modes for the depth of field effect.
|
|
/// </summary>
|
|
public enum DepthOfFieldMode
|
|
{
|
|
/// <summary>
|
|
/// Disables depth of field.
|
|
/// </summary>
|
|
Off,
|
|
|
|
/// <summary>
|
|
/// Use this for faster but non physical depth of field.
|
|
/// </summary>
|
|
Gaussian, // Non physical, fast, small radius, far blur only
|
|
|
|
/// <summary>
|
|
/// Use this for a more realistic but slower depth of field.
|
|
/// </summary>
|
|
Bokeh
|
|
}
|
|
|
|
/// <summary>
|
|
/// A volume component that holds settings for the Depth Of Field effect.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// You can add <see cref="VolumeComponent"/> to a <see cref="VolumeProfile"/> in the Editor to apply a Depth Of Field 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 DepthOfField m_VolumeComponent;
|
|
///
|
|
/// [Serializable]
|
|
/// private struct VolumeSettings
|
|
/// {
|
|
/// public bool active;
|
|
/// public DepthOfFieldModeParameter mode;
|
|
/// public MinFloatParameter gaussianStart;
|
|
/// public MinFloatParameter gaussianEnd;
|
|
/// public ClampedFloatParameter gaussianMaxRadius;
|
|
/// public BoolParameter highQualitySampling;
|
|
/// public MinFloatParameter focusDistance;
|
|
/// public ClampedFloatParameter aperture;
|
|
/// public ClampedFloatParameter focalLength;
|
|
/// public ClampedIntParameter bladeCount;
|
|
/// public ClampedFloatParameter bladeCurvature;
|
|
/// public ClampedFloatParameter bladeRotation;
|
|
///
|
|
///
|
|
/// public void SetVolumeComponentSettings(ref DepthOfField volumeComponent)
|
|
/// {
|
|
/// volumeComponent.active = active;
|
|
/// volumeComponent.mode = mode;
|
|
/// volumeComponent.gaussianStart = gaussianStart;
|
|
/// volumeComponent.gaussianEnd = gaussianEnd;
|
|
/// volumeComponent.gaussianMaxRadius = gaussianMaxRadius;
|
|
/// volumeComponent.highQualitySampling = highQualitySampling;
|
|
/// volumeComponent.focusDistance = focusDistance;
|
|
/// volumeComponent.aperture = aperture;
|
|
/// volumeComponent.focalLength = focalLength;
|
|
/// volumeComponent.bladeCount = bladeCount;
|
|
/// volumeComponent.bladeCurvature = bladeCurvature;
|
|
/// volumeComponent.bladeRotation = bladeRotation;
|
|
/// }
|
|
///
|
|
/// public void GetVolumeComponentSettings(ref DepthOfField volumeComponent)
|
|
/// {
|
|
/// active = volumeComponent.active;
|
|
/// mode = volumeComponent.mode;
|
|
/// gaussianStart = volumeComponent.gaussianStart;
|
|
/// gaussianEnd = volumeComponent.gaussianEnd;
|
|
/// gaussianMaxRadius = volumeComponent.gaussianMaxRadius;
|
|
/// highQualitySampling = volumeComponent.highQualitySampling;
|
|
/// focusDistance = volumeComponent.focusDistance;
|
|
/// aperture = volumeComponent.aperture;
|
|
/// focalLength = volumeComponent.focalLength;
|
|
/// bladeCount = volumeComponent.bladeCount;
|
|
/// bladeCurvature = volumeComponent.bladeCurvature;
|
|
/// bladeRotation = volumeComponent.bladeRotation;
|
|
/// }
|
|
/// }
|
|
///
|
|
/// 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 DepthOfField volumeComponent)
|
|
/// {
|
|
/// if (volumeComponent != null)
|
|
/// return true;
|
|
///
|
|
/// if (volumeProfile == null)
|
|
/// {
|
|
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
|
|
/// return false;
|
|
/// }
|
|
///
|
|
/// volumeProfile.TryGet(out DepthOfField 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="DepthOfFieldModeParameter"/>
|
|
/// <seealso cref="MinFloatParameter"/>
|
|
/// <seealso cref="ClampedFloatParameter"/>
|
|
/// <seealso cref="BoolParameter"/>
|
|
/// <seealso cref="ClampedIntParameter"/>
|
|
[Serializable, VolumeComponentMenu("Post-processing/Depth Of Field")]
|
|
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
|
|
[URPHelpURL("post-processing-depth-of-field")]
|
|
public sealed class DepthOfField : VolumeComponent, IPostProcessComponent
|
|
{
|
|
/// <summary>
|
|
/// Use this to select Focusing modes for the depth of field effect.
|
|
/// </summary>
|
|
[Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")]
|
|
public DepthOfFieldModeParameter mode = new DepthOfFieldModeParameter(DepthOfFieldMode.Off);
|
|
|
|
/// <summary>
|
|
/// The distance at which the blurring will start.
|
|
/// </summary>
|
|
[Tooltip("The distance at which the blurring will start.")]
|
|
public MinFloatParameter gaussianStart = new MinFloatParameter(10f, 0f);
|
|
|
|
/// <summary>
|
|
/// The distance at which the blurring will reach its maximum radius.
|
|
/// </summary>
|
|
[Tooltip("The distance at which the blurring will reach its maximum radius.")]
|
|
public MinFloatParameter gaussianEnd = new MinFloatParameter(30f, 0f);
|
|
|
|
/// <summary>
|
|
/// The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.
|
|
/// </summary>
|
|
[Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")]
|
|
public ClampedFloatParameter gaussianMaxRadius = new ClampedFloatParameter(1f, 0.5f, 1.5f);
|
|
|
|
/// <summary>
|
|
/// Use higher quality sampling to reduce flickering and improve the overall blur smoothness.
|
|
/// </summary>
|
|
[Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")]
|
|
public BoolParameter highQualitySampling = new BoolParameter(false);
|
|
|
|
/// <summary>
|
|
/// The distance to the point of focus.
|
|
/// </summary>
|
|
[Tooltip("The distance to the point of focus.")]
|
|
public MinFloatParameter focusDistance = new MinFloatParameter(10f, 0.1f);
|
|
|
|
/// <summary>
|
|
/// The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.
|
|
/// </summary>
|
|
[Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")]
|
|
public ClampedFloatParameter aperture = new ClampedFloatParameter(5.6f, 1f, 32f);
|
|
|
|
/// <summary>
|
|
/// The distance between the lens and the film. The larger the value is, the shallower the depth of field is.
|
|
/// </summary>
|
|
[Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")]
|
|
public ClampedFloatParameter focalLength = new ClampedFloatParameter(50f, 1f, 300f);
|
|
|
|
/// <summary>
|
|
/// The number of aperture blades.
|
|
/// </summary>
|
|
[Tooltip("The number of aperture blades.")]
|
|
public ClampedIntParameter bladeCount = new ClampedIntParameter(5, 3, 9);
|
|
|
|
/// <summary>
|
|
/// The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.
|
|
/// </summary>
|
|
[Tooltip("The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.")]
|
|
public ClampedFloatParameter bladeCurvature = new ClampedFloatParameter(1f, 0f, 1f);
|
|
|
|
/// <summary>
|
|
/// The rotation of aperture blades in degrees.
|
|
/// </summary>
|
|
[Tooltip("The rotation of aperture blades in degrees.")]
|
|
public ClampedFloatParameter bladeRotation = new ClampedFloatParameter(0f, -180f, 180f);
|
|
|
|
/// <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()
|
|
{
|
|
if (mode.value == DepthOfFieldMode.Off || SystemInfo.graphicsShaderLevel < 35)
|
|
return false;
|
|
|
|
return mode.value != DepthOfFieldMode.Gaussian || SystemInfo.supportedRenderTargetCount > 1;
|
|
}
|
|
|
|
/// <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="DepthOfFieldMode"/> value.
|
|
/// </summary>
|
|
[Serializable]
|
|
public sealed class DepthOfFieldModeParameter : VolumeParameter<DepthOfFieldMode>
|
|
{
|
|
/// <summary>
|
|
/// Creates a new <see cref="DepthOfFieldModeParameter"/> 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 DepthOfFieldModeParameter(DepthOfFieldMode value, bool overrideState = false) : base(value, overrideState) { }
|
|
}
|
|
}
|