using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Focusing modes for the depth of field effect.
///
public enum DepthOfFieldMode
{
///
/// Disables depth of field.
///
Off,
///
/// Use this for faster but non physical depth of field.
///
Gaussian, // Non physical, fast, small radius, far blur only
///
/// Use this for a more realistic but slower depth of field.
///
Bokeh
}
///
/// A volume component that holds settings for the Depth Of Field effect.
///
///
/// You can add to a in the Editor to apply a Depth Of Field post-processing effect.
///
///
/// This sample code shows how settings can be retrieved and modified in runtime:
///
/// using System;
/// using UnityEngine;
/// using UnityEngine.Rendering;
/// using UnityEngine.Rendering.Universal;
///
/// public class ModifyVolumeComponent : MonoBehaviour
/// {
/// [SerializeField] VolumeProfile volumeProfile;
/// [SerializeField] VolumeSettings volumeSettings;
///
/// private bool m_HasRetrievedVolumeComponent;
/// private DepthOfField m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public DepthOfFieldModeParameter mode;
/// public MinFloatParameter gaussianStart;
/// public MinFloatParameter gaussianEnd;
/// public ClampedFloatParameter gaussianMaxRadius;
/// public BoolParameter highQualitySampling;
/// public MinFloatParameter focusDistance;
/// public ClampedFloatParameter aperture;
/// public ClampedFloatParameter focalLength;
/// public ClampedIntParameter bladeCount;
/// public ClampedFloatParameter bladeCurvature;
/// public ClampedFloatParameter bladeRotation;
///
///
/// public void SetVolumeComponentSettings(ref DepthOfField volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.mode = mode;
/// volumeComponent.gaussianStart = gaussianStart;
/// volumeComponent.gaussianEnd = gaussianEnd;
/// volumeComponent.gaussianMaxRadius = gaussianMaxRadius;
/// volumeComponent.highQualitySampling = highQualitySampling;
/// volumeComponent.focusDistance = focusDistance;
/// volumeComponent.aperture = aperture;
/// volumeComponent.focalLength = focalLength;
/// volumeComponent.bladeCount = bladeCount;
/// volumeComponent.bladeCurvature = bladeCurvature;
/// volumeComponent.bladeRotation = bladeRotation;
/// }
///
/// public void GetVolumeComponentSettings(ref DepthOfField volumeComponent)
/// {
/// active = volumeComponent.active;
/// mode = volumeComponent.mode;
/// gaussianStart = volumeComponent.gaussianStart;
/// gaussianEnd = volumeComponent.gaussianEnd;
/// gaussianMaxRadius = volumeComponent.gaussianMaxRadius;
/// highQualitySampling = volumeComponent.highQualitySampling;
/// focusDistance = volumeComponent.focusDistance;
/// aperture = volumeComponent.aperture;
/// focalLength = volumeComponent.focalLength;
/// bladeCount = volumeComponent.bladeCount;
/// bladeCurvature = volumeComponent.bladeCurvature;
/// bladeRotation = volumeComponent.bladeRotation;
/// }
/// }
///
/// private void Start()
/// {
/// m_HasRetrievedVolumeComponent = GetVolumeComponent(in volumeProfile, ref m_VolumeComponent);
/// if (m_HasRetrievedVolumeComponent)
/// volumeSettings.GetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private void Update()
/// {
/// if (!m_HasRetrievedVolumeComponent)
/// return;
///
/// volumeSettings.SetVolumeComponentSettings(ref m_VolumeComponent);
/// }
///
/// private static bool GetVolumeComponent(in VolumeProfile volumeProfile, ref DepthOfField volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out DepthOfField component);
/// if (component == null)
/// {
/// Debug.LogError($"ModifyVolumeComponent.GetVolumeComponent():\nMissing component in the \"{volumeProfile.name}\" VolumeProfile ");
/// return false;
/// }
///
/// volumeComponent = component;
/// return true;
/// }
/// }
///
///
///
///
///
///
///
///
///
///
///
[Serializable, VolumeComponentMenu("Post-processing/Depth Of Field")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("post-processing-depth-of-field")]
public sealed class DepthOfField : VolumeComponent, IPostProcessComponent
{
///
/// Use this to select Focusing modes for the depth of field effect.
///
[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);
///
/// The distance at which the blurring will start.
///
[Tooltip("The distance at which the blurring will start.")]
public MinFloatParameter gaussianStart = new MinFloatParameter(10f, 0f);
///
/// The distance at which the blurring will reach its maximum radius.
///
[Tooltip("The distance at which the blurring will reach its maximum radius.")]
public MinFloatParameter gaussianEnd = new MinFloatParameter(30f, 0f);
///
/// The maximum radius of the gaussian blur. Values above 1 may show under-sampling artifacts.
///
[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);
///
/// Use higher quality sampling to reduce flickering and improve the overall blur smoothness.
///
[Tooltip("Use higher quality sampling to reduce flickering and improve the overall blur smoothness.")]
public BoolParameter highQualitySampling = new BoolParameter(false);
///
/// The distance to the point of focus.
///
[Tooltip("The distance to the point of focus.")]
public MinFloatParameter focusDistance = new MinFloatParameter(10f, 0.1f);
///
/// The ratio of aperture (known as f-stop or f-number). The smaller the value is, the shallower the depth of field is.
///
[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);
///
/// The distance between the lens and the film. The larger the value is, the shallower the depth of field is.
///
[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);
///
/// The number of aperture blades.
///
[Tooltip("The number of aperture blades.")]
public ClampedIntParameter bladeCount = new ClampedIntParameter(5, 3, 9);
///
/// 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.
///
[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);
///
/// The rotation of aperture blades in degrees.
///
[Tooltip("The rotation of aperture blades in degrees.")]
public ClampedFloatParameter bladeRotation = new ClampedFloatParameter(0f, -180f, 180f);
///
/// Tells if the post process needs to be rendered or not.
///
/// true if the effect should be rendered, false otherwise.
public bool IsActive()
{
if (mode.value == DepthOfFieldMode.Off || SystemInfo.graphicsShaderLevel < 35)
return false;
return mode.value != DepthOfFieldMode.Gaussian || SystemInfo.supportedRenderTargetCount > 1;
}
///
/// Tells if the post process can run the effect on-tile or if it needs a full pass.
///
/// true if it can run on-tile, false otherwise.
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => false;
}
///
/// A that holds a value.
///
[Serializable]
public sealed class DepthOfFieldModeParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public DepthOfFieldModeParameter(DepthOfFieldMode value, bool overrideState = false) : base(value, overrideState) { }
}
}