using System; namespace UnityEngine.Rendering.Universal { /// <summary> /// Focusing modes for the depth of field effect. /// </summary> public enum DepthOfFieldMode { /// <summary> /// Disables depth of field. /// </summary> Off, /// <summary> /// Use this for faster but non physical depth of field. /// </summary> Gaussian, // Non physical, fast, small radius, far blur only /// <summary> /// Use this for a more realistic but slower depth of field. /// </summary> Bokeh } /// <summary> /// A volume component that holds settings for the Depth Of Field effect. /// </summary> [Serializable, VolumeComponentMenu("Post-processing/Depth Of Field")] [SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))] [URPHelpURL("post-processing-depth-of-field")] public sealed class DepthOfField : VolumeComponent, IPostProcessComponent { /// <summary> /// Use this to select Focusing modes for the depth of field effect. /// </summary> [Tooltip("Use \"Gaussian\" for a faster but non physical depth of field; \"Bokeh\" for a more realistic but slower depth of field.")] public DepthOfFieldModeParameter mode = new DepthOfFieldModeParameter(DepthOfFieldMode.Off); /// <summary> /// The distance at which the blurring will start. /// </summary> [Tooltip("The distance at which the blurring will start.")] public MinFloatParameter gaussianStart = new MinFloatParameter(10f, 0f); /// <summary> /// The distance at which the blurring will reach its maximum radius. /// </summary> [Tooltip("The distance at which the blurring will reach its maximum radius.")] public MinFloatParameter gaussianEnd = new MinFloatParameter(30f, 0f); /// <summary> /// The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts. /// </summary> [Tooltip("The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.")] public ClampedFloatParameter gaussianMaxRadius = new ClampedFloatParameter(1f, 0.5f, 1.5f); /// <summary> /// Use higher quality sampling to reduce flickering and improve the overall blur smoothness. /// </summary> [Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")] public BoolParameter highQualitySampling = new BoolParameter(false); /// <summary> /// The distance to the point of focus. /// </summary> [Tooltip("The distance to the point of focus.")] public MinFloatParameter focusDistance = new MinFloatParameter(10f, 0.1f); /// <summary> /// The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is. /// </summary> [Tooltip("The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.")] public ClampedFloatParameter aperture = new ClampedFloatParameter(5.6f, 1f, 32f); /// <summary> /// The distance between the lens and the film. The larger the value is, the shallower the depth of field is. /// </summary> [Tooltip("The distance between the lens and the film. The larger the value is, the shallower the depth of field is.")] public ClampedFloatParameter focalLength = new ClampedFloatParameter(50f, 1f, 300f); /// <summary> /// The number of aperture blades. /// </summary> [Tooltip("The number of aperture blades.")] public ClampedIntParameter bladeCount = new ClampedIntParameter(5, 3, 9); /// <summary> /// The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular. /// </summary> [Tooltip("The curvature of aperture blades. The smaller the value is, the more visible aperture blades are. A value of 1 will make the bokeh perfectly circular.")] public ClampedFloatParameter bladeCurvature = new ClampedFloatParameter(1f, 0f, 1f); /// <summary> /// The rotation of aperture blades in degrees. /// </summary> [Tooltip("The rotation of aperture blades in degrees.")] public ClampedFloatParameter bladeRotation = new ClampedFloatParameter(0f, -180f, 180f); /// <inheritdoc/> public bool IsActive() { if (mode.value == DepthOfFieldMode.Off || SystemInfo.graphicsShaderLevel < 35) return false; return mode.value != DepthOfFieldMode.Gaussian || SystemInfo.supportedRenderTargetCount > 1; } /// <inheritdoc/> [Obsolete("Unused #from(2023.1)", false)] public bool IsTileCompatible() => false; } /// <summary> /// A <see cref="VolumeParameter"/> that holds a <see cref="DepthOfFieldMode"/> value. /// </summary> [Serializable] public sealed class DepthOfFieldModeParameter : VolumeParameter<DepthOfFieldMode> { /// <summary> /// Creates a new <see cref="DepthOfFieldModeParameter"/> instance. /// </summary> /// <param name="value">The initial value to store in the parameter.</param> /// <param name="overrideState">The initial override state for the parameter.</param> public DepthOfFieldModeParameter(DepthOfFieldMode value, bool overrideState = false) : base(value, overrideState) { } } }