public void Save(UnityEngine.Rendering.PostProcessing.AmbientOcclusion layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); mode = new AmbientOcclusionModeValue(layer.mode); intensity = new FloatValue(layer.intensity); color = new ColorValue(layer.color); ambientOnly = new BoolValue(layer.ambientOnly); noiseFilterTolerance = new FloatValue(layer.noiseFilterTolerance); blurTolerance = new FloatValue(layer.blurTolerance); upsampleTolerance = new FloatValue(layer.upsampleTolerance); thicknessModifier = new FloatValue(layer.thicknessModifier); directLightingStrength = new FloatValue(layer.directLightingStrength); radius = new FloatValue(layer.radius); quality = new AmbientOcclusionQualityValue(layer.quality); } }
public string mask; //Mask Texture public void Save(UnityEngine.Rendering.PostProcessing.Vignette layer, string maskPath = "") { if (layer != null) { enabled = new BoolValue(layer.enabled); mode = new VignetteModeValue(layer.mode); color = new ColorValue(layer.color); center = new Vector2Value(layer.center); intensity = new FloatValue(layer.intensity); smoothness = new FloatValue(layer.smoothness); roundness = new FloatValue(layer.roundness); rounded = new BoolValue(layer.rounded); opacity = new FloatValue(layer.opacity); //Save path from the post process object? //mask = maskPath; } }
public void Save(UnityEngine.Rendering.PostProcessing.Bloom layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); intensity = new FloatValue(layer.intensity); threshold = new FloatValue(layer.threshold); softKnee = new FloatValue(layer.softKnee); clamp = new FloatValue(layer.clamp); diffusion = new FloatValue(layer.diffusion); anamorphicRatio = new FloatValue(layer.anamorphicRatio); color = new ColorValue(layer.color); fastMode = new BoolValue(layer.fastMode); dirtIntensity = new FloatValue(layer.dirtIntensity); dirtTexture = Graphics.Instance.PostProcessingManager.CurrentLensDirtTexturePath; dirtState = layer.dirtTexture.overrideState; } }
public string externalLutPath; // Formerly Texture. public void Save(UnityEngine.Rendering.PostProcessing.ColorGrading layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); gradingMode = new GradingModeValue(layer.gradingMode); mixerGreenOutGreenIn = new FloatValue(layer.mixerGreenOutGreenIn); mixerGreenOutBlueIn = new FloatValue(layer.mixerGreenOutBlueIn); mixerBlueOutRedIn = new FloatValue(layer.mixerBlueOutRedIn); mixerBlueOutGreenIn = new FloatValue(layer.mixerBlueOutGreenIn); mixerBlueOutBlueIn = new FloatValue(layer.mixerBlueOutBlueIn); lift = new Vector4Value(layer.lift); gamma = new Vector4Value(layer.gamma); mixerGreenOutRedIn = new FloatValue(layer.mixerGreenOutRedIn); gain = new Vector4Value(layer.gain); mixerRedOutBlueIn = new FloatValue(layer.mixerRedOutBlueIn); mixerRedOutGreenIn = new FloatValue(layer.mixerRedOutGreenIn); toneCurveToeStrength = new FloatValue(layer.toneCurveToeStrength); toneCurveToeLength = new FloatValue(layer.toneCurveToeLength); toneCurveShoulderStrength = new FloatValue(layer.toneCurveShoulderStrength); toneCurveShoulderLength = new FloatValue(layer.toneCurveShoulderLength); toneCurveShoulderAngle = new FloatValue(layer.toneCurveShoulderAngle); toneCurveGamma = new FloatValue(layer.toneCurveGamma); mixerRedOutRedIn = new FloatValue(layer.mixerRedOutRedIn); tonemapper = new TonemapperValue(layer.tonemapper); ldrLutContribution = new FloatValue(layer.ldrLutContribution); tint = new FloatValue(layer.tint); colorFilter = new ColorValue(layer.colorFilter); hueShift = new FloatValue(layer.hueShift); saturation = new FloatValue(layer.saturation); brightness = new FloatValue(layer.brightness); postExposure = new FloatValue(layer.postExposure); contrast = new FloatValue(layer.contrast); temperature = new FloatValue(layer.temperature); ldrLutIndex = new IntValue(Graphics.Instance.PostProcessingManager.CurrentLUTIndex, layer.ldrLut.overrideState); } }