using System;
namespace UnityEngine.Rendering.Universal
{
///
/// Option to control motion blur Mode.
///
public enum MotionBlurMode
{
///
/// Use this if you don't need object motion blur.
///
CameraOnly,
///
/// Use this if you need object motion blur.
///
CameraAndObjects
}
///
/// Options to control the quality the motion blur effect.
///
public enum MotionBlurQuality
{
///
/// Use this to select low motion blur quality.
///
Low,
///
/// Use this to select medium motion blur quality.
///
Medium,
///
/// Use this to select high motion blur quality.
///
High
}
///
/// A volume component that holds settings for the Motion Blur effect.
///
///
/// You can add to a in the Editor to apply a Motion Blur 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 MotionBlur m_VolumeComponent;
///
/// [Serializable]
/// private struct VolumeSettings
/// {
/// public bool active;
/// public MotionBlurModeParameter mode;
/// public MotionBlurQualityParameter quality;
/// public ClampedFloatParameter intensity;
/// public ClampedFloatParameter clamp;
///
/// public void SetVolumeComponentSettings(ref MotionBlur volumeComponent)
/// {
/// volumeComponent.active = active;
/// volumeComponent.mode = mode;
/// volumeComponent.quality = quality;
/// volumeComponent.intensity = intensity;
/// volumeComponent.clamp = clamp;
/// }
///
/// public void GetVolumeComponentSettings(ref MotionBlur volumeComponent)
/// {
/// active = volumeComponent.active;
/// mode = volumeComponent.mode;
/// quality = volumeComponent.quality;
/// intensity = volumeComponent.intensity;
/// clamp = volumeComponent.clamp;
/// }
/// }
///
/// 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 MotionBlur volumeComponent)
/// {
/// if (volumeComponent != null)
/// return true;
///
/// if (volumeProfile == null)
/// {
/// Debug.LogError("ModifyVolumeComponent.GetVolumeComponent():\nvolumeProfile has not been assigned.");
/// return false;
/// }
///
/// volumeProfile.TryGet(out MotionBlur 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/Motion Blur")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
[URPHelpURL("Post-Processing-Motion-Blur")]
public sealed class MotionBlur : VolumeComponent, IPostProcessComponent
{
///
/// The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.
///
[Tooltip("The motion blur technique to use. If you don't need object motion blur, CameraOnly will result in better performance.")]
public MotionBlurModeParameter mode = new MotionBlurModeParameter(MotionBlurMode.CameraOnly);
///
/// The quality of the effect. Lower presets will result in better performance at the expense of visual quality.
///
[Tooltip("The quality of the effect. Lower presets will result in better performance at the expense of visual quality.")]
public MotionBlurQualityParameter quality = new MotionBlurQualityParameter(MotionBlurQuality.Low);
///
/// Sets the intensity of the motion blur effect. Acts as a multiplier for velocities.
///
[Tooltip("The strength of the motion blur filter. Acts as a multiplier for velocities.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
///
/// Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have.
/// Lower values will improve performance.
///
[Tooltip("Sets the maximum length, as a fraction of the screen's full resolution, that the velocity resulting from Camera rotation can have. Lower values will improve performance.")]
public ClampedFloatParameter clamp = new ClampedFloatParameter(0.05f, 0f, 0.2f);
///
/// 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;
///
/// 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 MotionBlurModeParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public MotionBlurModeParameter(MotionBlurMode value, bool overrideState = false) : base(value, overrideState) { }
}
///
/// A that holds a value.
///
[Serializable]
public sealed class MotionBlurQualityParameter : VolumeParameter
{
///
/// Creates a new instance.
///
/// The initial value to store in the parameter.
/// The initial override state for the parameter.
public MotionBlurQualityParameter(MotionBlurQuality value, bool overrideState = false) : base(value, overrideState) { }
}
}