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) { } } }