using System; namespace UnityEngine.Rendering.Universal { public enum FilmGrainLookup { Thin1, Thin2, Medium1, Medium2, Medium3, Medium4, Medium5, Medium6, Large01, Large02, Custom } [Serializable, VolumeComponentMenu("Post-processing/FilmGrain")] public sealed class FilmGrain : VolumeComponent, IPostProcessComponent { [Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")] public FilmGrainLookupParameter type = new FilmGrainLookupParameter(FilmGrainLookup.Thin1); [Tooltip("Amount of vignetting on screen.")] public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f); [Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")] public ClampedFloatParameter response = new ClampedFloatParameter(0.8f, 0f, 1f); [Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")] public NoInterpTextureParameter texture = new NoInterpTextureParameter(null); public bool IsActive() => intensity.value > 0f && (type.value != FilmGrainLookup.Custom || texture.value != null); public bool IsTileCompatible() => true; } [Serializable] public sealed class FilmGrainLookupParameter : VolumeParameter { public FilmGrainLookupParameter(FilmGrainLookup value, bool overrideState = false) : base(value, overrideState) { } } }