using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Presets for the effect.
///
public enum FilmGrainLookup
{
///
/// Thin grain preset.
///
Thin1,
///
/// Thin grain preset.
///
Thin2,
///
/// Medium grain preset.
///
Medium1,
///
/// Medium grain preset.
///
Medium2,
///
/// Medium grain preset.
///
Medium3,
///
/// Medium grain preset.
///
Medium4,
///
/// Medium grain preset.
///
Medium5,
///
/// Medium grain preset.
///
Medium6,
///
/// Large grain preset.
///
Large01,
///
/// Large grain preset.
///
Large02,
///
/// Custom grain preset.
///
///
Custom
}
///
/// A volume component that holds settings for the Film Grain effect.
///
///
/// You can add to a in the Editor to apply a Film Grain 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 FilmGrain m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public FilmGrainLookupParameter type;
/// public ClampedFloatParameter intensity;
/// public ClampedFloatParameter response;
/// public NoInterpTextureParameter texture;
///
/// public void SetVolumeComponentSettings(ref FilmGrain volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.type = type;
/// volumeComponent.intensity = intensity;
/// volumeComponent.response = response;
/// volumeComponent.texture = texture;
/// }
///
/// public void GetVolumeComponentSettings(ref FilmGrain volumeComponent)
/// {
/// active = volumeComponent.active;
/// type = volumeComponent.type;
/// intensity = volumeComponent.intensity;
/// response = volumeComponent.response;
/// texture = volumeComponent.texture;
/// }
/// }
///
/// 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 FilmGrain volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out FilmGrain 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/Film Grain")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Film-Grain")]
public sealed class FilmGrain : VolumeComponent, IPostProcessComponent
{
///
/// The type of grain to use. You can select a preset or provide your own texture by selecting Custom.
///
[Tooltip("The type of grain to use. You can select a preset or provide your own texture by selecting Custom.")]
public FilmGrainLookupParameter type = new FilmGrainLookupParameter(FilmGrainLookup.Thin1);
///
/// Use this to set the strength of the Film Grain effect.
///
[Tooltip("Use the slider to set the strength of the Film Grain effect.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
///
/// Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.
///
[Tooltip("Controls the noisiness response curve based on scene luminance. Higher values mean less noise in light areas.")]
public ClampedFloatParameter response = new ClampedFloatParameter(0.8f, 0f, 1f);
///
/// A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied
///
[Tooltip("A tileable texture to use for the grain. The neutral value is 0.5 where no grain is applied.")]
public NoInterpTextureParameter texture = new NoInterpTextureParameter(null);
///
/// Tells if the post process needs to be rendered or not.
///
/// true if the effect should be rendered, false otherwise.
public bool IsActive() => intensity.value > 0f && (type.value != FilmGrainLookup.Custom || texture.value != null);
///
/// 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() => true;
}
///
/// A that holds a value.
///
[Serializable]
public sealed class FilmGrainLookupParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public FilmGrainLookupParameter(FilmGrainLookup value, bool overrideState = false) : base(value, overrideState) { }
}
}