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) { } } }