//////////////////////////////////////////////////////
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// MK Glow Settings //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2020 All rights reserved. //
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//////////////////////////////////////////////////////
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MK.Glow
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{
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//The default settings for each pipeline is set in the script itself
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//this could be optimized some day...
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//Used for passing user based settings into the pipeline
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internal abstract class Settings
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{
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//Main
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private MK.Glow.DebugView _debugView;
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internal MK.Glow.DebugView debugView
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{
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get { return _debugView; }
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set { _debugView = value; }
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}
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private MK.Glow.Workflow _workflow;
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internal MK.Glow.Workflow workflow
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{
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get { return _workflow; }
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set { _workflow = value; }
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}
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private LayerMask _selectiveRenderLayerMask;
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internal LayerMask selectiveRenderLayerMask
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{
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get { return _selectiveRenderLayerMask; }
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set { _selectiveRenderLayerMask = value; }
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}
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private float _anamorphicRatio;
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internal float anamorphicRatio
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{
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get { return _anamorphicRatio; }
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set { _anamorphicRatio = Mathf.Clamp(value, -1f, 1f); }
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}
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//Bloom
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private MK.Glow.MinMaxRange _bloomThreshold;
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internal MK.Glow.MinMaxRange bloomThreshold
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{
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get { return _bloomThreshold; }
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set { _bloomThreshold = value; }
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}
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private float _bloomScattering;
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internal float bloomScattering
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{
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get { return _bloomScattering; }
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set { _bloomScattering = Mathf.Clamp(value, 0f, 10f); }
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}
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private float _bloomIntensity;
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internal float bloomIntensity
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{
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get { return _bloomIntensity; }
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set { _bloomIntensity = Mathf.Max(0, value); }
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}
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//LensSurface
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private bool _allowLensSurface;
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internal bool allowLensSurface
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{
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get { return _allowLensSurface; }
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set { _allowLensSurface = value; }
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}
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private Texture2D _lensSurfaceDirtTexture;
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internal Texture2D lensSurfaceDirtTexture
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{
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get { return _lensSurfaceDirtTexture; }
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set { _lensSurfaceDirtTexture = value; }
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}
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private float _lensSurfaceDirtIntensity;
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internal float lensSurfaceDirtIntensity
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{
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get { return _lensSurfaceDirtIntensity; }
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set { _lensSurfaceDirtIntensity = Mathf.Max(0f, value); }
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}
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private Texture2D _lensSurfaceDirtDistortionTexture;
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internal Texture2D lensSurfaceDirtDistortionTexture
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{
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get { return _lensSurfaceDirtDistortionTexture; }
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set { _lensSurfaceDirtDistortionTexture = value; }
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}
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private float _lensSurfaceDirtDistortion;
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internal float lensSurfaceDirtDistortion
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{
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get { return _lensSurfaceDirtDistortion; }
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set { _lensSurfaceDirtDistortion = Mathf.Max(0f, value); }
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}
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private Texture2D _lensSurfaceDiffractionTexture;
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internal Texture2D lensSurfaceDiffractionTexture
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{
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get { return _lensSurfaceDiffractionTexture; }
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set { _lensSurfaceDiffractionTexture = value; }
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}
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private float _lensSurfaceDiffractionIntensity;
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internal float lensSurfaceDiffractionIntensity
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{
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get { return _lensSurfaceDiffractionIntensity; }
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set { _lensSurfaceDiffractionIntensity = Mathf.Max(0f, value); }
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}
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}
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}
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