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78
Assets/ThirdParty/PostProcessing/Runtime/Models/VignetteModel.cs
vendored
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78
Assets/ThirdParty/PostProcessing/Runtime/Models/VignetteModel.cs
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using System;
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namespace UnityEngine.PostProcessing
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{
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[Serializable]
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public class VignetteModel : PostProcessingModel
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{
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public enum Mode
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{
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Classic,
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Masked
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}
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[Serializable]
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public struct Settings
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{
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[Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")]
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public Mode mode;
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[ColorUsage(false)]
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[Tooltip("Vignette color. Use the alpha channel for transparency.")]
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public Color color;
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[Tooltip("Sets the vignette center point (screen center is [0.5,0.5]).")]
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public Vector2 center;
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[Range(0f, 1f), Tooltip("Amount of vignetting on screen.")]
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public float intensity;
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[Range(0.01f, 1f), Tooltip("Smoothness of the vignette borders.")]
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public float smoothness;
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[Range(0f, 1f), Tooltip("Lower values will make a square-ish vignette.")]
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public float roundness;
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[Tooltip("A black and white mask to use as a vignette.")]
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public Texture mask;
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[Range(0f, 1f), Tooltip("Mask opacity.")]
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public float opacity;
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[Tooltip("Should the vignette be perfectly round or be dependent on the current aspect ratio?")]
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public bool rounded;
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public static Settings defaultSettings
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{
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get
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{
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return new Settings
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{
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mode = Mode.Classic,
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color = new Color(0f, 0f, 0f, 1f),
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center = new Vector2(0.5f, 0.5f),
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intensity = 0.45f,
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smoothness = 0.2f,
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roundness = 1f,
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mask = null,
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opacity = 1f,
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rounded = false
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};
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}
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}
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}
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[SerializeField]
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Settings m_Settings = Settings.defaultSettings;
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public Settings settings
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{
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get { return m_Settings; }
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set { m_Settings = value; }
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}
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public override void Reset()
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{
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m_Settings = Settings.defaultSettings;
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}
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}
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}
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