684 lines
21 KiB
C#
684 lines
21 KiB
C#
using System;
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using UnityEngine;
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namespace BeautifyEffect
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{
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[CreateAssetMenu(fileName = "BeautifyProfile", menuName = "Beautify Profile", order = 101)]
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public class BeautifyProfile : ScriptableObject
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{
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[Range(0f, 0.2f)]
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public float dither = 0.02f;
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[Range(0f, 1f)]
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public float ditherDepth;
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[Range(0f, 1f)]
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public float sharpenMinDepth;
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[Range(0f, 1.1f)]
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public float sharpenMaxDepth = 0.999f;
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[Range(0f, 15f)]
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public float sharpen = 2f;
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[Range(0f, 0.05f)]
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public float sharpenDepthThreshold = 0.035f;
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public Color tintColor = new Color(1f, 1f, 1f, 0f);
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[Range(0f, 0.2f)]
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public float sharpenRelaxation = 0.08f;
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[Range(0f, 1f)]
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public float sharpenClamp = 0.45f;
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[Range(0f, 1f)]
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public float sharpenMotionSensibility = 0.5f;
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[Range(0f, 20f)]
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public float antialiasStrength = 5f;
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[Range(0f, 0.05f)]
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public float antialiasDepthThreshold = 0.001f;
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[Range(-2f, 3f)]
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public float saturate = 1f;
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[Range(0.5f, 1.5f)]
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public float contrast = 1.02f;
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[Range(0f, 2f)]
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public float brightness = 1.05f;
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[Range(0f, 2f)]
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public float daltonize;
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public bool vignetting;
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public Color vignettingColor = new Color(0.3f, 0.3f, 0.3f, 0.05f);
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public float vignettingFade;
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public bool vignettingCircularShape;
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public float vignettingAspectRatio = 1f;
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[Range(0f, 1f)]
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public float vignettingBlink;
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public Texture2D vignettingMask;
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public bool frame;
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public Color frameColor = new Color(1f, 1f, 1f, 0.047f);
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public Texture2D frameMask;
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public bool lut;
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[Range(0f, 1f)]
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public float lutIntensity = 1f;
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public Texture2D lutTexture;
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public bool nightVision;
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public Color nightVisionColor = new Color(0.5f, 1f, 0.5f, 0.5f);
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public bool outline;
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public Color outlineColor = new Color(0f, 0f, 0f, 0.8f);
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public bool thermalVision;
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public bool lensDirt;
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[Range(0f, 1f)]
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public float lensDirtThreshold = 0.5f;
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[Range(0f, 1f)]
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public float lensDirtIntensity = 0.9f;
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public Texture2D lensDirtTexture;
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public bool bloom;
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public LayerMask bloomCullingMask = 0;
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[Range(1f, 4f)]
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public float bloomLayerMaskDownsampling = 1f;
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[Range(0f, 10f)]
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public float bloomIntensity = 1f;
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public float bloomMaxBrightness = 1000f;
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[Range(0f, 3f)]
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public float bloomBoost0;
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[Range(0f, 3f)]
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public float bloomBoost1;
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[Range(0f, 3f)]
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public float bloomBoost2;
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[Range(0f, 3f)]
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public float bloomBoost3;
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[Range(0f, 3f)]
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public float bloomBoost4;
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[Range(0f, 3f)]
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public float bloomBoost5;
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public bool bloomAntiflicker;
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public bool bloomUltra;
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[Range(0f, 5f)]
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public float bloomThreshold = 0.75f;
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public bool bloomCustomize;
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[Range(0f, 1f)]
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public float bloomWeight0 = 0.5f;
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[Range(0f, 1f)]
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public float bloomWeight1 = 0.5f;
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[Range(0f, 1f)]
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public float bloomWeight2 = 0.5f;
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[Range(0f, 1f)]
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public float bloomWeight3 = 0.5f;
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[Range(0f, 1f)]
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public float bloomWeight4 = 0.5f;
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[Range(0f, 1f)]
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public float bloomWeight5 = 0.5f;
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public bool bloomBlur = true;
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[Range(0f, 1f)]
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public float bloomDepthAtten;
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[Range(-1f, 1f)]
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public float bloomLayerZBias;
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public bool anamorphicFlares;
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[Range(0f, 10f)]
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public float anamorphicFlaresIntensity = 1f;
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public bool anamorphicFlaresAntiflicker;
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public bool anamorphicFlaresUltra;
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[Range(0f, 5f)]
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public float anamorphicFlaresThreshold = 0.75f;
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[Range(0.1f, 2f)]
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public float anamorphicFlaresSpread = 1f;
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public bool anamorphicFlaresVertical;
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public Color anamorphicFlaresTint = new Color(0.5f, 0.5f, 1f, 0f);
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public bool anamorphicFlaresBlur = true;
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public bool depthOfField;
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public bool depthOfFieldTransparencySupport;
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public Transform depthOfFieldTargetFocus;
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public bool depthOfFieldAutofocus;
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public Vector2 depthofFieldAutofocusViewportPoint = new Vector2(0.5f, 0.5f);
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public LayerMask depthOfFieldAutofocusLayerMask = -1;
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public float depthOfFieldAutofocusMinDistance;
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public float depthOfFieldAutofocusMaxDistance = 10000f;
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public LayerMask depthOfFieldExclusionLayerMask = 0;
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[Range(1f, 4f)]
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public float depthOfFieldExclusionLayerMaskDownsampling = 1f;
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[Range(1f, 4f)]
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public float depthOfFieldTransparencySupportDownsampling = 1f;
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[Range(0.9f, 1f)]
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public float depthOfFieldExclusionBias = 0.99f;
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[Range(1f, 100f)]
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public float depthOfFieldDistance = 1f;
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[Range(0.001f, 1f)]
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public float depthOfFieldFocusSpeed = 1f;
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[Range(1f, 5f)]
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public int depthOfFieldDownsampling = 2;
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[Range(2f, 16f)]
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public int depthOfFieldMaxSamples = 4;
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[Range(0.005f, 0.5f)]
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public float depthOfFieldFocalLength = 0.05f;
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public float depthOfFieldAperture = 2.8f;
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public bool depthOfFieldForegroundBlur = true;
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public bool depthOfFieldForegroundBlurHQ;
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public float depthOfFieldForegroundDistance = 0.25f;
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public bool depthOfFieldBokeh = true;
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[Range(0.5f, 3f)]
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public float depthOfFieldBokehThreshold = 1f;
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[Range(0f, 8f)]
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public float depthOfFieldBokehIntensity = 2f;
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public float depthOfFieldMaxBrightness = 1000f;
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public float depthOfFieldMaxDistance = 1f;
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public FilterMode depthOfFieldFilterMode = FilterMode.Bilinear;
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public LayerMask depthOfFieldTransparencyLayerMask = -1;
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public bool eyeAdaptation;
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[Range(0f, 1f)]
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public float eyeAdaptationMinExposure = 0.2f;
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[Range(1f, 100f)]
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public float eyeAdaptationMaxExposure = 5f;
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[Range(0f, 1f)]
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public float eyeAdaptationSpeedToLight = 1f;
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[Range(0f, 1f)]
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public float eyeAdaptationSpeedToDark = 0.7f;
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public bool purkinje;
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[Range(0f, 5f)]
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public float purkinjeAmount = 1f;
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[Range(0f, 1f)]
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public float purkinjeLuminanceThreshold = 0.15f;
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public BEAUTIFY_TMO tonemap;
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public bool sunFlares;
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[Range(0f, 1f)]
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public float sunFlaresIntensity = 1f;
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[Range(0f, 1f)]
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public float sunFlaresSolarWindSpeed = 0.01f;
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public Color sunFlaresTint = new Color(1f, 1f, 1f);
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[Range(1f, 5f)]
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public int sunFlaresDownsampling = 1;
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[Range(0f, 1f)]
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public float sunFlaresSunIntensity = 0.1f;
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[Range(0f, 1f)]
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public float sunFlaresSunDiskSize = 0.05f;
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[Range(0f, 10f)]
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public float sunFlaresSunRayDiffractionIntensity = 3.5f;
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[Range(0f, 1f)]
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public float sunFlaresSunRayDiffractionThreshold = 0.13f;
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[Range(0f, 0.2f)]
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public float sunFlaresCoronaRays1Length = 0.02f;
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[Range(2f, 30f)]
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public int sunFlaresCoronaRays1Streaks = 12;
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[Range(0f, 0.1f)]
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public float sunFlaresCoronaRays1Spread = 0.001f;
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[Range(0f, (float)Math.PI * 2f)]
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public float sunFlaresCoronaRays1AngleOffset;
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[Range(0f, 0.2f)]
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public float sunFlaresCoronaRays2Length = 0.05f;
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[Range(2f, 30f)]
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public int sunFlaresCoronaRays2Streaks = 12;
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[Range(0f, 0.1f)]
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public float sunFlaresCoronaRays2Spread = 0.1f;
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[Range(0f, (float)Math.PI * 2f)]
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public float sunFlaresCoronaRays2AngleOffset;
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[Range(0f, 1f)]
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public float sunFlaresGhosts1Size = 0.03f;
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[Range(-3f, 3f)]
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public float sunFlaresGhosts1Offset = 1.04f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts1Brightness = 0.037f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts2Size = 0.1f;
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[Range(-3f, 3f)]
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public float sunFlaresGhosts2Offset = 0.71f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts2Brightness = 0.03f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts3Size = 0.24f;
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[Range(-3f, 3f)]
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public float sunFlaresGhosts3Brightness = 0.025f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts3Offset = 0.31f;
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[Range(0f, 1f)]
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public float sunFlaresGhosts4Size = 0.016f;
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[Range(-3f, 3f)]
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public float sunFlaresGhosts4Offset;
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[Range(0f, 1f)]
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public float sunFlaresGhosts4Brightness = 0.017f;
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[Range(0f, 1f)]
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public float sunFlaresHaloOffset = 0.22f;
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[Range(0f, 50f)]
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public float sunFlaresHaloAmplitude = 15.1415f;
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[Range(0f, 1f)]
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public float sunFlaresHaloIntensity = 0.01f;
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public bool sunFlaresRotationDeadZone;
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public bool blur;
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[Range(0f, 4f)]
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public float blurIntensity = 1f;
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public int pixelateAmount = 1;
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public bool pixelateDownscale;
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public void Load(Beautify b)
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{
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b.dither = dither;
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b.ditherDepth = ditherDepth;
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b.sharpenMinDepth = sharpenMinDepth;
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b.sharpenMaxDepth = sharpenMaxDepth;
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b.sharpen = sharpen;
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b.sharpenDepthThreshold = sharpenDepthThreshold;
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b.tintColor = tintColor;
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b.sharpenRelaxation = sharpenRelaxation;
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b.sharpenClamp = sharpenClamp;
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b.sharpenMotionSensibility = sharpenMotionSensibility;
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b.antialiasStrength = antialiasStrength;
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b.antialiasDepthThreshold = antialiasDepthThreshold;
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b.saturate = saturate;
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b.contrast = contrast;
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b.brightness = brightness;
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b.daltonize = daltonize;
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b.vignetting = vignetting;
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b.vignettingColor = vignettingColor;
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b.vignettingFade = vignettingFade;
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b.vignettingCircularShape = vignettingCircularShape;
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b.vignettingAspectRatio = vignettingAspectRatio;
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b.vignettingBlink = vignettingBlink;
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b.vignettingMask = vignettingMask;
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b.frame = frame;
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b.frameColor = frameColor;
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b.frameMask = frameMask;
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b.lut = lut;
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b.lutTexture = lutTexture;
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b.lutIntensity = lutIntensity;
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b.nightVision = nightVision;
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b.nightVisionColor = nightVisionColor;
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b.outline = outline;
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b.outlineColor = outlineColor;
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b.thermalVision = thermalVision;
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b.lensDirt = lensDirt;
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b.lensDirtThreshold = lensDirtThreshold;
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b.lensDirtIntensity = lensDirtIntensity;
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b.lensDirtTexture = lensDirtTexture;
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b.bloom = bloom;
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b.bloomCullingMask = bloomCullingMask;
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b.bloomLayerMaskDownsampling = bloomLayerMaskDownsampling;
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b.bloomIntensity = bloomIntensity;
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b.bloomMaxBrightness = bloomMaxBrightness;
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b.bloomBoost0 = bloomBoost0;
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b.bloomBoost1 = bloomBoost1;
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b.bloomBoost2 = bloomBoost2;
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b.bloomBoost3 = bloomBoost3;
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b.bloomBoost4 = bloomBoost4;
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b.bloomBoost5 = bloomBoost5;
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b.bloomAntiflicker = bloomAntiflicker;
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b.bloomUltra = bloomUltra;
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b.bloomThreshold = bloomThreshold;
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b.bloomCustomize = bloomCustomize;
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b.bloomWeight0 = bloomWeight0;
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b.bloomWeight1 = bloomWeight1;
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b.bloomWeight2 = bloomWeight2;
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b.bloomWeight3 = bloomWeight3;
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b.bloomWeight4 = bloomWeight4;
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b.bloomWeight5 = bloomWeight5;
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b.bloomBlur = bloomBlur;
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b.bloomDepthAtten = bloomDepthAtten;
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b.bloomLayerZBias = bloomLayerZBias;
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b.anamorphicFlares = anamorphicFlares;
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b.anamorphicFlaresIntensity = anamorphicFlaresIntensity;
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b.anamorphicFlaresAntiflicker = anamorphicFlaresAntiflicker;
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b.anamorphicFlaresUltra = anamorphicFlaresUltra;
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b.anamorphicFlaresThreshold = anamorphicFlaresThreshold;
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b.anamorphicFlaresSpread = anamorphicFlaresSpread;
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b.anamorphicFlaresVertical = anamorphicFlaresVertical;
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b.anamorphicFlaresTint = anamorphicFlaresTint;
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b.anamorphicFlaresBlur = anamorphicFlaresBlur;
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b.depthOfField = depthOfField;
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b.depthOfFieldTransparencySupport = depthOfFieldTransparencySupport;
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b.depthOfFieldTargetFocus = depthOfFieldTargetFocus;
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b.depthOfFieldAutofocus = depthOfFieldAutofocus;
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b.depthofFieldAutofocusViewportPoint = depthofFieldAutofocusViewportPoint;
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b.depthOfFieldAutofocusLayerMask = depthOfFieldAutofocusLayerMask;
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b.depthOfFieldAutofocusMinDistance = depthOfFieldAutofocusMinDistance;
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b.depthOfFieldAutofocusMaxDistance = depthOfFieldAutofocusMaxDistance;
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b.depthOfFieldExclusionLayerMask = depthOfFieldExclusionLayerMask;
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b.depthOfFieldExclusionLayerMaskDownsampling = depthOfFieldExclusionLayerMaskDownsampling;
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b.depthOfFieldTransparencySupportDownsampling = depthOfFieldTransparencySupportDownsampling;
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b.depthOfFieldExclusionBias = depthOfFieldExclusionBias;
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b.depthOfFieldDistance = depthOfFieldDistance;
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b.depthOfFieldFocusSpeed = depthOfFieldFocusSpeed;
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b.depthOfFieldDownsampling = depthOfFieldDownsampling;
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b.depthOfFieldMaxSamples = depthOfFieldMaxSamples;
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b.depthOfFieldFocalLength = depthOfFieldFocalLength;
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b.depthOfFieldAperture = depthOfFieldAperture;
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b.depthOfFieldForegroundBlur = depthOfFieldForegroundBlur;
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b.depthOfFieldForegroundBlurHQ = depthOfFieldForegroundBlurHQ;
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b.depthOfFieldForegroundDistance = depthOfFieldForegroundDistance;
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b.depthOfFieldBokeh = depthOfFieldBokeh;
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b.depthOfFieldBokehThreshold = depthOfFieldBokehThreshold;
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b.depthOfFieldBokehIntensity = depthOfFieldBokehIntensity;
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b.depthOfFieldMaxBrightness = depthOfFieldMaxBrightness;
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b.depthOfFieldMaxDistance = depthOfFieldMaxDistance;
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b.depthOfFieldFilterMode = depthOfFieldFilterMode;
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b.depthOfFieldTransparencyLayerMask = depthOfFieldTransparencyLayerMask;
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b.eyeAdaptation = eyeAdaptation;
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b.eyeAdaptationMaxExposure = eyeAdaptationMaxExposure;
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b.eyeAdaptationMinExposure = eyeAdaptationMinExposure;
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b.eyeAdaptationSpeedToDark = eyeAdaptationSpeedToDark;
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b.eyeAdaptationSpeedToLight = eyeAdaptationSpeedToLight;
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b.purkinje = purkinje;
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b.purkinjeAmount = purkinjeAmount;
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b.purkinjeLuminanceThreshold = purkinjeLuminanceThreshold;
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b.tonemap = tonemap;
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b.sunFlares = sunFlares;
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b.sunFlaresIntensity = sunFlaresIntensity;
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b.sunFlaresSolarWindSpeed = sunFlaresSolarWindSpeed;
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b.sunFlaresTint = sunFlaresTint;
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b.sunFlaresDownsampling = sunFlaresDownsampling;
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b.sunFlaresSunIntensity = sunFlaresSunIntensity;
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b.sunFlaresSunDiskSize = sunFlaresSunDiskSize;
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b.sunFlaresSunRayDiffractionIntensity = sunFlaresSunRayDiffractionIntensity;
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b.sunFlaresSunRayDiffractionThreshold = sunFlaresSunRayDiffractionThreshold;
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b.sunFlaresCoronaRays1Length = sunFlaresCoronaRays1Length;
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b.sunFlaresCoronaRays1Spread = sunFlaresCoronaRays1Spread;
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b.sunFlaresCoronaRays1AngleOffset = sunFlaresCoronaRays1AngleOffset;
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b.sunFlaresCoronaRays1Streaks = sunFlaresCoronaRays1Streaks;
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b.sunFlaresCoronaRays2Length = sunFlaresCoronaRays2Length;
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b.sunFlaresCoronaRays2Spread = sunFlaresCoronaRays2Spread;
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b.sunFlaresCoronaRays2AngleOffset = sunFlaresCoronaRays2AngleOffset;
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b.sunFlaresCoronaRays2Streaks = sunFlaresCoronaRays2Streaks;
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b.sunFlaresGhosts1Size = sunFlaresGhosts1Size;
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b.sunFlaresGhosts1Offset = sunFlaresGhosts1Offset;
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b.sunFlaresGhosts1Brightness = sunFlaresGhosts1Brightness;
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b.sunFlaresGhosts2Size = sunFlaresGhosts2Size;
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b.sunFlaresGhosts2Offset = sunFlaresGhosts2Offset;
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b.sunFlaresGhosts2Brightness = sunFlaresGhosts2Brightness;
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b.sunFlaresGhosts3Size = sunFlaresGhosts3Size;
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b.sunFlaresGhosts3Offset = sunFlaresGhosts3Offset;
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b.sunFlaresGhosts3Brightness = sunFlaresGhosts3Brightness;
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b.sunFlaresGhosts4Size = sunFlaresGhosts4Size;
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b.sunFlaresGhosts4Offset = sunFlaresGhosts4Offset;
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b.sunFlaresGhosts4Brightness = sunFlaresGhosts4Brightness;
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b.sunFlaresHaloOffset = sunFlaresHaloOffset;
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b.sunFlaresHaloAmplitude = sunFlaresHaloAmplitude;
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b.sunFlaresHaloIntensity = sunFlaresHaloIntensity;
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b.sunFlaresRotationDeadZone = sunFlaresRotationDeadZone;
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b.blur = blur;
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b.blurIntensity = blurIntensity;
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b.pixelateAmount = pixelateAmount;
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b.pixelateDownscale = pixelateDownscale;
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}
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public void Save(Beautify b)
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{
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dither = b.dither;
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ditherDepth = b.ditherDepth;
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sharpenMinDepth = b.sharpenMinDepth;
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sharpenMaxDepth = b.sharpenMaxDepth;
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sharpen = b.sharpen;
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sharpenDepthThreshold = b.sharpenDepthThreshold;
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tintColor = b.tintColor;
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sharpenRelaxation = b.sharpenRelaxation;
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sharpenClamp = b.sharpenClamp;
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sharpenMotionSensibility = b.sharpenMotionSensibility;
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antialiasStrength = b.antialiasStrength;
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antialiasDepthThreshold = b.antialiasDepthThreshold;
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saturate = b.saturate;
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contrast = b.contrast;
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brightness = b.brightness;
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|
daltonize = b.daltonize;
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vignetting = b.vignetting;
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vignettingColor = b.vignettingColor;
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vignettingFade = b.vignettingFade;
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vignettingCircularShape = b.vignettingCircularShape;
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vignettingMask = b.vignettingMask;
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vignettingAspectRatio = b.vignettingAspectRatio;
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vignettingBlink = b.vignettingBlink;
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frame = b.frame;
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frameColor = b.frameColor;
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|
frameMask = b.frameMask;
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|
lut = b.lut;
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|
lutTexture = b.lutTexture;
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|
lutIntensity = b.lutIntensity;
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|
nightVision = b.nightVision;
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|
nightVisionColor = b.nightVisionColor;
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|
outline = b.outline;
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|
outlineColor = b.outlineColor;
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|
thermalVision = b.thermalVision;
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|
lensDirt = b.lensDirt;
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|
lensDirtThreshold = b.lensDirtThreshold;
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|
lensDirtIntensity = b.lensDirtIntensity;
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|
lensDirtTexture = b.lensDirtTexture;
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|
bloom = b.bloom;
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|
bloomCullingMask = b.bloomCullingMask;
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|
bloomLayerMaskDownsampling = b.bloomLayerMaskDownsampling;
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|
bloomIntensity = b.bloomIntensity;
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|
bloomMaxBrightness = b.bloomMaxBrightness;
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|
bloomBoost0 = b.bloomBoost0;
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|
bloomBoost1 = b.bloomBoost1;
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|
bloomBoost2 = b.bloomBoost2;
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|
bloomBoost3 = b.bloomBoost3;
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|
bloomBoost4 = b.bloomBoost4;
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|
bloomBoost5 = b.bloomBoost5;
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|
bloomAntiflicker = b.bloomAntiflicker;
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|
bloomUltra = b.bloomUltra;
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|
bloomThreshold = b.bloomThreshold;
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|
bloomCustomize = b.bloomCustomize;
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|
bloomWeight0 = b.bloomWeight0;
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|
bloomWeight1 = b.bloomWeight1;
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|
bloomWeight2 = b.bloomWeight2;
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|
bloomWeight3 = b.bloomWeight3;
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|
bloomWeight4 = b.bloomWeight4;
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|
bloomWeight5 = b.bloomWeight5;
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|
bloomBlur = b.bloomBlur;
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|
bloomDepthAtten = b.bloomDepthAtten;
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|
bloomLayerZBias = b.bloomLayerZBias;
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|
anamorphicFlares = b.anamorphicFlares;
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|
anamorphicFlaresIntensity = b.anamorphicFlaresIntensity;
|
|
anamorphicFlaresAntiflicker = b.anamorphicFlaresAntiflicker;
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|
anamorphicFlaresUltra = b.anamorphicFlaresUltra;
|
|
anamorphicFlaresThreshold = b.anamorphicFlaresThreshold;
|
|
anamorphicFlaresSpread = b.anamorphicFlaresSpread;
|
|
anamorphicFlaresVertical = b.anamorphicFlaresVertical;
|
|
anamorphicFlaresTint = b.anamorphicFlaresTint;
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|
anamorphicFlaresBlur = b.anamorphicFlaresBlur;
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|
depthOfField = b.depthOfField;
|
|
depthOfFieldTransparencySupport = b.depthOfFieldTransparencySupport;
|
|
depthOfFieldTargetFocus = b.depthOfFieldTargetFocus;
|
|
depthOfFieldAutofocus = b.depthOfFieldAutofocus;
|
|
depthofFieldAutofocusViewportPoint = b.depthofFieldAutofocusViewportPoint;
|
|
depthOfFieldAutofocusLayerMask = b.depthOfFieldAutofocusLayerMask;
|
|
depthOfFieldAutofocusMinDistance = b.depthOfFieldAutofocusMinDistance;
|
|
depthOfFieldAutofocusMaxDistance = b.depthOfFieldAutofocusMaxDistance;
|
|
depthOfFieldExclusionLayerMask = b.depthOfFieldExclusionLayerMask;
|
|
depthOfFieldExclusionLayerMaskDownsampling = b.depthOfFieldExclusionLayerMaskDownsampling;
|
|
depthOfFieldTransparencySupportDownsampling = b.depthOfFieldTransparencySupportDownsampling;
|
|
depthOfFieldExclusionBias = b.depthOfFieldExclusionBias;
|
|
depthOfFieldDistance = b.depthOfFieldDistance;
|
|
depthOfFieldFocusSpeed = b.depthOfFieldFocusSpeed;
|
|
depthOfFieldDownsampling = b.depthOfFieldDownsampling;
|
|
depthOfFieldMaxSamples = b.depthOfFieldMaxSamples;
|
|
depthOfFieldFocalLength = b.depthOfFieldFocalLength;
|
|
depthOfFieldAperture = b.depthOfFieldAperture;
|
|
depthOfFieldForegroundBlur = b.depthOfFieldForegroundBlur;
|
|
depthOfFieldForegroundBlurHQ = b.depthOfFieldForegroundBlurHQ;
|
|
depthOfFieldForegroundDistance = b.depthOfFieldForegroundDistance;
|
|
depthOfFieldBokeh = b.depthOfFieldBokeh;
|
|
depthOfFieldBokehThreshold = b.depthOfFieldBokehThreshold;
|
|
depthOfFieldBokehIntensity = b.depthOfFieldBokehIntensity;
|
|
depthOfFieldMaxBrightness = b.depthOfFieldMaxBrightness;
|
|
depthOfFieldMaxDistance = b.depthOfFieldMaxDistance;
|
|
depthOfFieldFilterMode = b.depthOfFieldFilterMode;
|
|
depthOfFieldTransparencyLayerMask = b.depthOfFieldTransparencyLayerMask;
|
|
eyeAdaptation = b.eyeAdaptation;
|
|
eyeAdaptationMaxExposure = b.eyeAdaptationMaxExposure;
|
|
eyeAdaptationMinExposure = b.eyeAdaptationMinExposure;
|
|
eyeAdaptationSpeedToDark = b.eyeAdaptationSpeedToDark;
|
|
eyeAdaptationSpeedToLight = b.eyeAdaptationSpeedToLight;
|
|
purkinje = b.purkinje;
|
|
purkinjeAmount = b.purkinjeAmount;
|
|
purkinjeLuminanceThreshold = b.purkinjeLuminanceThreshold;
|
|
tonemap = b.tonemap;
|
|
sunFlares = b.sunFlares;
|
|
sunFlaresIntensity = b.sunFlaresIntensity;
|
|
sunFlaresSolarWindSpeed = b.sunFlaresSolarWindSpeed;
|
|
sunFlaresTint = b.sunFlaresTint;
|
|
sunFlaresDownsampling = b.sunFlaresDownsampling;
|
|
sunFlaresSunIntensity = b.sunFlaresSunIntensity;
|
|
sunFlaresSunDiskSize = b.sunFlaresSunDiskSize;
|
|
sunFlaresSunRayDiffractionIntensity = b.sunFlaresSunRayDiffractionIntensity;
|
|
sunFlaresSunRayDiffractionThreshold = b.sunFlaresSunRayDiffractionThreshold;
|
|
sunFlaresCoronaRays1Length = b.sunFlaresCoronaRays1Length;
|
|
sunFlaresCoronaRays1Spread = b.sunFlaresCoronaRays1Spread;
|
|
sunFlaresCoronaRays1AngleOffset = b.sunFlaresCoronaRays1AngleOffset;
|
|
sunFlaresCoronaRays1Streaks = b.sunFlaresCoronaRays1Streaks;
|
|
sunFlaresCoronaRays2Length = b.sunFlaresCoronaRays2Length;
|
|
sunFlaresCoronaRays2Spread = b.sunFlaresCoronaRays2Spread;
|
|
sunFlaresCoronaRays2AngleOffset = b.sunFlaresCoronaRays2AngleOffset;
|
|
sunFlaresCoronaRays2Streaks = b.sunFlaresCoronaRays2Streaks;
|
|
sunFlaresGhosts1Size = b.sunFlaresGhosts1Size;
|
|
sunFlaresGhosts1Offset = b.sunFlaresGhosts1Offset;
|
|
sunFlaresGhosts1Brightness = b.sunFlaresGhosts1Brightness;
|
|
sunFlaresGhosts2Size = b.sunFlaresGhosts2Size;
|
|
sunFlaresGhosts2Offset = b.sunFlaresGhosts2Offset;
|
|
sunFlaresGhosts2Brightness = b.sunFlaresGhosts2Brightness;
|
|
sunFlaresGhosts3Size = b.sunFlaresGhosts3Size;
|
|
sunFlaresGhosts3Offset = b.sunFlaresGhosts3Offset;
|
|
sunFlaresGhosts3Brightness = b.sunFlaresGhosts3Brightness;
|
|
sunFlaresGhosts4Size = b.sunFlaresGhosts4Size;
|
|
sunFlaresGhosts4Offset = b.sunFlaresGhosts4Offset;
|
|
sunFlaresGhosts4Brightness = b.sunFlaresGhosts4Brightness;
|
|
sunFlaresHaloOffset = b.sunFlaresHaloOffset;
|
|
sunFlaresHaloAmplitude = b.sunFlaresHaloAmplitude;
|
|
sunFlaresHaloIntensity = b.sunFlaresHaloIntensity;
|
|
sunFlaresRotationDeadZone = b.sunFlaresRotationDeadZone;
|
|
blur = b.blur;
|
|
blurIntensity = b.blurIntensity;
|
|
pixelateAmount = b.pixelateAmount;
|
|
pixelateDownscale = b.pixelateDownscale;
|
|
}
|
|
}
|
|
}
|