210 lines
8.4 KiB
C#
210 lines
8.4 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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/// Option to control motion blur Mode.
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/// </summary>
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public enum MotionBlurMode
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{
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/// <summary>
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/// Use this if you don't need object motion blur.
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/// </summary>
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CameraOnly,
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/// <summary>
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/// Use this if you need object motion blur.
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/// </summary>
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CameraAndObjects
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}
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/// <summary>
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/// Options to control the quality the motion blur effect.
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/// </summary>
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public enum MotionBlurQuality
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{
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/// <summary>
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/// Use this to select low motion blur quality.
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/// </summary>
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Low,
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/// <summary>
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/// Use this to select medium motion blur quality.
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/// </summary>
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Medium,
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/// <summary>
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/// Use this to select high motion blur quality.
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/// </summary>
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High
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}
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/// <summary>
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/// A volume component that holds settings for the Motion Blur 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 Motion Blur 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 MotionBlur 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 MotionBlurModeParameter mode;
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/// public MotionBlurQualityParameter quality;
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/// public ClampedFloatParameter intensity;
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/// public ClampedFloatParameter clamp;
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///
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/// public void SetVolumeComponentSettings(ref MotionBlur volumeComponent)
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/// {
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/// volumeComponent.active = active;
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/// volumeComponent.mode = mode;
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/// volumeComponent.quality = quality;
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/// volumeComponent.intensity = intensity;
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/// volumeComponent.clamp = clamp;
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/// }
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///
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/// public void GetVolumeComponentSettings(ref MotionBlur volumeComponent)
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/// {
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/// active = volumeComponent.active;
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/// mode = volumeComponent.mode;
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/// quality = volumeComponent.quality;
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/// intensity = volumeComponent.intensity;
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/// clamp = volumeComponent.clamp;
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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 MotionBlur 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 MotionBlur 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="MotionBlurModeParameter"/>
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/// <seealso cref="MotionBlurQualityParameter"/>
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/// <seealso cref="ClampedFloatParameter"/>
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[Serializable, VolumeComponentMenu("Post-processing/Motion Blur")]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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[URPHelpURL("Post-Processing-Motion-Blur")]
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public sealed class MotionBlur : VolumeComponent, IPostProcessComponent
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{
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/// <summary>
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/// The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.
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/// </summary>
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[Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")]
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public MotionBlurModeParameter mode = new MotionBlurModeParameter(MotionBlurMode.CameraOnly);
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/// <summary>
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/// The quality of the effect. Lower presets will result in better performance at the expense of visual quality.
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/// </summary>
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[Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")]
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public MotionBlurQualityParameter quality = new MotionBlurQualityParameter(MotionBlurQuality.Low);
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/// <summary>
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/// Sets the intensity of the motion blur effect. Acts as a multiplier for velocities.
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/// </summary>
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[Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")]
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public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
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/// <summary>
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/// Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have.
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/// Lower values will improve performance.
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/// </summary>
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[Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")]
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public ClampedFloatParameter clamp = new ClampedFloatParameter(0.05f, 0f, 0.2f);
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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() => intensity.value > 0f;
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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() => false;
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that holds a <see cref="MotionBlurMode"/> value.
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/// </summary>
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[Serializable]
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public sealed class MotionBlurModeParameter : VolumeParameter<MotionBlurMode>
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{
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/// <summary>
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/// Creates a new <see cref="MotionBlurModeParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public MotionBlurModeParameter(MotionBlurMode value, bool overrideState = false) : base(value, overrideState) { }
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}
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/// <summary>
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/// A <see cref="VolumeParameter"/> that holds a <see cref="MotionBlurQuality"/> value.
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/// </summary>
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[Serializable]
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public sealed class MotionBlurQualityParameter : VolumeParameter<MotionBlurQuality>
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{
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/// <summary>
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/// Creates a new <see cref="MotionBlurQualityParameter"/> instance.
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/// </summary>
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/// <param name="value">The initial value to store in the parameter.</param>
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/// <param name="overrideState">The initial override state for the parameter.</param>
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public MotionBlurQualityParameter(MotionBlurQuality value, bool overrideState = false) : base(value, overrideState) { }
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}
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}
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