public void Save(UnityEngine.Rendering.PostProcessing.MotionBlur layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); shutterAngle = new FloatValue(layer.shutterAngle); sampleCount = new IntValue(layer.sampleCount); } }
public void Save(UnityEngine.Rendering.PostProcessing.Grain layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); colored = new BoolValue(layer.colored); intensity = new FloatValue(layer.intensity); size = new FloatValue(layer.size); lumContrib = new FloatValue(layer.lumContrib); } }
public void Save(UnityEngine.Rendering.PostProcessing.ChromaticAberration layer, string spectralLutPath = "") { if (layer != null) { enabled = new BoolValue(layer.enabled); intensity = new FloatValue(layer.intensity); fastMode = new BoolValue(layer.fastMode); //Save Texture path. //spectralLut = spectralLutPath; } }
public void Save(UnityEngine.Rendering.PostProcessing.DepthOfField layer) { if (layer != null) { focusPuller = PostProcessingInspector.AutoFocusEnabled; enabled = new BoolValue(layer.enabled); focusDistance = new FloatValue(layer.focusDistance); aperture = new FloatValue(layer.aperture); focalLength = new FloatValue(layer.focalLength); kernelSize = new KernelSizeValue(layer.kernelSize); } }
public void Save(UnityEngine.Rendering.PostProcessing.ScreenSpaceReflections layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); preset = new ScreenSpaceReflectionPresetValue(layer.preset); maximumIterationCount = new IntValue(layer.maximumIterationCount); resolution = new ScreenSpaceReflectionResolutionValue(layer.resolution); thickness = new FloatValue(layer.thickness); maximumMarchDistance = new FloatValue(layer.maximumMarchDistance); distanceFade = new FloatValue(layer.distanceFade); vignette = new FloatValue(layer.vignette); } }
public void Save(UnityEngine.Rendering.PostProcessing.AutoExposure layer) { if (layer != null) { enabled = new BoolValue(layer.enabled); filtering = new Vector2Value(layer.filtering); minLuminance = new FloatValue(layer.minLuminance); maxLuminance = new FloatValue(layer.maxLuminance); keyValue = new FloatValue(layer.keyValue); speedUp = new FloatValue(layer.speedUp); speedDown = new FloatValue(layer.speedDown); eyeAdaptation = new EyeAdaptationValue(layer.eyeAdaptation); } }
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); } }