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- using System;
- namespace UnityEngine.Rendering.Universal
- {
- [Serializable, VolumeComponentMenu("Post-processing/Bloom")]
- public sealed class Bloom : VolumeComponent, IPostProcessComponent
- {
- [Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
- public MinFloatParameter threshold = new MinFloatParameter(0.9f, 0f);
- [Tooltip("Strength of the bloom filter.")]
- public MinFloatParameter intensity = new MinFloatParameter(0f, 0f);
- [Tooltip("Changes the extent of veiling effects.")]
- public ClampedFloatParameter scatter = new ClampedFloatParameter(0.7f, 0f, 1f);
- [Tooltip("Clamps pixels to control the bloom amount.")]
- public MinFloatParameter clamp = new MinFloatParameter(65472f, 0f);
- [Tooltip("Global tint of the bloom filter.")]
- public ColorParameter tint = new ColorParameter(Color.white, false, false, true);
- [Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")]
- public BoolParameter highQualityFiltering = new BoolParameter(false);
- [Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
- public TextureParameter dirtTexture = new TextureParameter(null);
- [Tooltip("Amount of dirtiness.")]
- public MinFloatParameter dirtIntensity = new MinFloatParameter(0f, 0f);
- public bool IsActive() => intensity.value > 0f;
- public bool IsTileCompatible() => false;
- }
- }
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