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- using System;
- namespace UnityEngine.PostProcessing
- {
- [Serializable]
- public class EyeAdaptationModel : PostProcessingModel
- {
- public EyeAdaptationModel.Settings settings
- {
- get
- {
- return this.m_Settings;
- }
- set
- {
- this.m_Settings = value;
- }
- }
- public override void Reset()
- {
- this.m_Settings = EyeAdaptationModel.Settings.defaultSettings;
- }
- [SerializeField]
- private EyeAdaptationModel.Settings m_Settings = EyeAdaptationModel.Settings.defaultSettings;
- public enum EyeAdaptationType
- {
- Progressive,
- Fixed
- }
- [Serializable]
- public struct Settings
- {
- public static EyeAdaptationModel.Settings defaultSettings
- {
- get
- {
- return new EyeAdaptationModel.Settings
- {
- lowPercent = 45f,
- highPercent = 95f,
- minLuminance = -5f,
- maxLuminance = 1f,
- keyValue = 0.25f,
- dynamicKeyValue = true,
- adaptationType = EyeAdaptationModel.EyeAdaptationType.Progressive,
- speedUp = 2f,
- speedDown = 1f,
- logMin = -8,
- logMax = 4
- };
- }
- }
- [Range(1f, 99f)]
- [Tooltip("Filters the dark part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
- public float lowPercent;
- [Range(1f, 99f)]
- [Tooltip("Filters the bright part of the histogram when computing the average luminance to avoid very dark pixels from contributing to the auto exposure. Unit is in percent.")]
- public float highPercent;
- [Tooltip("Minimum average luminance to consider for auto exposure (in EV).")]
- public float minLuminance;
- [Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
- public float maxLuminance;
- [Min(0f)]
- [Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
- public float keyValue;
- [Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]
- public bool dynamicKeyValue;
- [Tooltip("Use \"Progressive\" if you want the auto exposure to be animated. Use \"Fixed\" otherwise.")]
- public EyeAdaptationModel.EyeAdaptationType adaptationType;
- [Min(0f)]
- [Tooltip("Adaptation speed from a dark to a light environment.")]
- public float speedUp;
- [Min(0f)]
- [Tooltip("Adaptation speed from a light to a dark environment.")]
- public float speedDown;
- [Range(-16f, -1f)]
- [Tooltip("Lower bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
- public int logMin;
- [Range(1f, 16f)]
- [Tooltip("Upper bound for the brightness range of the generated histogram (in EV). The bigger the spread between min & max, the lower the precision will be.")]
- public int logMax;
- }
- }
- }
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