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- using System;
- namespace UnityEngine.PostProcessing
- {
- [Serializable]
- public class AmbientOcclusionModel : PostProcessingModel
- {
- public AmbientOcclusionModel.Settings settings
- {
- get
- {
- return this.m_Settings;
- }
- set
- {
- this.m_Settings = value;
- }
- }
- public override void Reset()
- {
- this.m_Settings = AmbientOcclusionModel.Settings.defaultSettings;
- }
- [SerializeField]
- private AmbientOcclusionModel.Settings m_Settings = AmbientOcclusionModel.Settings.defaultSettings;
- public enum SampleCount
- {
- Lowest = 3,
- Low = 6,
- Medium = 10,
- High = 16
- }
- [Serializable]
- public struct Settings
- {
- public static AmbientOcclusionModel.Settings defaultSettings
- {
- get
- {
- return new AmbientOcclusionModel.Settings
- {
- intensity = 1f,
- radius = 0.3f,
- sampleCount = AmbientOcclusionModel.SampleCount.Medium,
- downsampling = true,
- forceForwardCompatibility = false,
- ambientOnly = false,
- highPrecision = false
- };
- }
- }
- [Range(0f, 4f)]
- [Tooltip("Degree of darkness produced by the effect.")]
- public float intensity;
- [Min(0.0001f)]
- [Tooltip("Radius of sample points, which affects extent of darkened areas.")]
- public float radius;
- [Tooltip("Number of sample points, which affects quality and performance.")]
- public AmbientOcclusionModel.SampleCount sampleCount;
- [Tooltip("Halves the resolution of the effect to increase performance at the cost of visual quality.")]
- public bool downsampling;
- [Tooltip("Forces compatibility with Forward rendered objects when working with the Deferred rendering path.")]
- public bool forceForwardCompatibility;
- [Tooltip("Enables the ambient-only mode in that the effect only affects ambient lighting. This mode is only available with the Deferred rendering path and HDR rendering.")]
- public bool ambientOnly;
- [Tooltip("Toggles the use of a higher precision depth texture with the forward rendering path (may impact performances). Has no effect with the deferred rendering path.")]
- public bool highPrecision;
- }
- }
- }
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