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- using System;
- namespace UnityEngine.Rendering.PostProcessing
- {
- /// <summary>
- /// A list of available render modes for the Vignette effect.
- /// </summary>
- public enum VignetteMode
- {
- /// <summary>
- /// This mode offers parametric controls for the position, shape and intensity of the Vignette.
- /// </summary>
- Classic,
- /// <summary>
- /// This mode multiplies a custom texture mask over the screen to create a Vignette effect.
- /// </summary>
- Masked
- }
- /// <summary>
- /// A volume parameter holding a <see cref="VignetteMode"/> value.
- /// </summary>
- [Serializable]
- public sealed class VignetteModeParameter : ParameterOverride<VignetteMode> {}
- /// <summary>
- /// This class holds settings for the Vignette effect.
- /// </summary>
- [Serializable]
- [PostProcess(typeof(VignetteRenderer), "Unity/Vignette")]
- public sealed class Vignette : PostProcessEffectSettings
- {
- /// <summary>
- /// Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.
- /// </summary>
- [Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")]
- public VignetteModeParameter mode = new VignetteModeParameter { value = VignetteMode.Classic };
- /// <summary>
- /// The color to use to tint the vignette.
- /// </summary>
- [Tooltip("Vignette color.")]
- public ColorParameter color = new ColorParameter { value = new Color(0f, 0f, 0f, 1f) };
- /// <summary>
- /// Sets the vignette center point (screen center is <c>[0.5,0.5]</c>).
- /// </summary>
- [Tooltip("Sets the vignette center point (screen center is [0.5, 0.5]).")]
- public Vector2Parameter center = new Vector2Parameter { value = new Vector2(0.5f, 0.5f) };
- /// <summary>
- /// The amount of vignetting on screen.
- /// </summary>
- [Range(0f, 1f), Tooltip("Amount of vignetting on screen.")]
- public FloatParameter intensity = new FloatParameter { value = 0f };
- /// <summary>
- /// The smoothness of the vignette borders.
- /// </summary>
- [Range(0.01f, 1f), Tooltip("Smoothness of the vignette borders.")]
- public FloatParameter smoothness = new FloatParameter { value = 0.2f };
- /// <summary>
- /// Lower values will make a square-ish vignette.
- /// </summary>
- [Range(0f, 1f), Tooltip("Lower values will make a square-ish vignette.")]
- public FloatParameter roundness = new FloatParameter { value = 1f };
- /// <summary>
- /// Should the vignette be perfectly round or be dependent on the current aspect ratio?
- /// </summary>
- [Tooltip("Set to true to mark the vignette to be perfectly round. False will make its shape dependent on the current aspect ratio.")]
- public BoolParameter rounded = new BoolParameter { value = false };
- /// <summary>
- /// A black and white mask to use as a vignette.
- /// </summary>
- [Tooltip("A black and white mask to use as a vignette.")]
- public TextureParameter mask = new TextureParameter { value = null };
- /// <summary>
- /// Mask opacity.
- /// </summary>
- [Range(0f, 1f), Tooltip("Mask opacity.")]
- public FloatParameter opacity = new FloatParameter { value = 1f };
- /// <inheritdoc />
- public override bool IsEnabledAndSupported(PostProcessRenderContext context)
- {
- return enabled.value
- && ((mode.value == VignetteMode.Classic && intensity.value > 0f)
- || (mode.value == VignetteMode.Masked && opacity.value > 0f && mask.value != null));
- }
- }
- internal sealed class VignetteRenderer : PostProcessEffectRenderer<Vignette>
- {
- public override void Render(PostProcessRenderContext context)
- {
- var sheet = context.uberSheet;
- sheet.EnableKeyword("VIGNETTE");
- sheet.properties.SetColor(ShaderIDs.Vignette_Color, settings.color.value);
- if (settings.mode == VignetteMode.Classic)
- {
- sheet.properties.SetFloat(ShaderIDs.Vignette_Mode, 0f);
- sheet.properties.SetVector(ShaderIDs.Vignette_Center, settings.center.value);
- float roundness = (1f - settings.roundness.value) * 6f + settings.roundness.value;
- sheet.properties.SetVector(ShaderIDs.Vignette_Settings, new Vector4(settings.intensity.value * 3f, settings.smoothness.value * 5f, roundness, settings.rounded.value ? 1f : 0f));
- }
- else // Masked
- {
- sheet.properties.SetFloat(ShaderIDs.Vignette_Mode, 1f);
- sheet.properties.SetTexture(ShaderIDs.Vignette_Mask, settings.mask.value);
- sheet.properties.SetFloat(ShaderIDs.Vignette_Opacity, Mathf.Clamp01(settings.opacity.value));
- }
- }
- }
- }
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