열차 목업의 내부 확인용 프로젝트
smchoi
2024-07-24 ff74c0073046f0e086eb7d355950bda39937c92c
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//////////////////////////////////////////////////////
// MK Glow Settings                                    //
//                                                    //
// Created by Michael Kremmel                       //
// www.michaelkremmel.de                            //
// Copyright © 2020 All rights reserved.            //
//////////////////////////////////////////////////////
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
namespace MK.Glow
{
    //The default settings for each pipeline is set in the script itself
    //this could be optimized some day...
    //Used for passing user based settings into the pipeline
    internal abstract class Settings
    {
        //Main
        private MK.Glow.DebugView _debugView;
        internal MK.Glow.DebugView debugView
        { 
            get { return _debugView; }
            set { _debugView = value; }
        }
 
        private MK.Glow.Workflow _workflow;
        internal MK.Glow.Workflow workflow
        { 
            get { return _workflow; }
            set { _workflow = value; }
        }
 
        private LayerMask _selectiveRenderLayerMask;
        internal LayerMask selectiveRenderLayerMask
        { 
            get { return _selectiveRenderLayerMask; }
            set { _selectiveRenderLayerMask = value; }
        }
 
        private float _anamorphicRatio;
        internal float anamorphicRatio
        { 
            get { return _anamorphicRatio; }
            set { _anamorphicRatio = Mathf.Clamp(value, -1f, 1f); }
        }
 
        //Bloom
        private MK.Glow.MinMaxRange _bloomThreshold;
        internal MK.Glow.MinMaxRange bloomThreshold
        { 
            get { return _bloomThreshold; }
            set { _bloomThreshold = value; }
        }
 
        private float _bloomScattering;
        internal float bloomScattering
        { 
            get { return _bloomScattering; }
            set { _bloomScattering = Mathf.Clamp(value, 0f, 10f); }
        }
        
        private float _bloomIntensity;
        internal float bloomIntensity
        { 
            get { return _bloomIntensity; }
            set { _bloomIntensity = Mathf.Max(0, value); }
        }
 
        //LensSurface
        private bool _allowLensSurface;
        internal bool allowLensSurface
        { 
            get { return _allowLensSurface; }
            set { _allowLensSurface = value; }
        }
 
        private Texture2D _lensSurfaceDirtTexture;
        internal Texture2D lensSurfaceDirtTexture
        { 
            get { return _lensSurfaceDirtTexture; }
            set { _lensSurfaceDirtTexture = value; }
        }
 
        private float _lensSurfaceDirtIntensity;
        internal float lensSurfaceDirtIntensity
        { 
            get { return _lensSurfaceDirtIntensity; }
            set { _lensSurfaceDirtIntensity = Mathf.Max(0f, value); }
        }
 
        private Texture2D _lensSurfaceDirtDistortionTexture;
        internal Texture2D lensSurfaceDirtDistortionTexture
        { 
            get { return _lensSurfaceDirtDistortionTexture; }
            set { _lensSurfaceDirtDistortionTexture = value; }
        }
 
        private float _lensSurfaceDirtDistortion;
        internal float lensSurfaceDirtDistortion
        { 
            get { return _lensSurfaceDirtDistortion; }
            set { _lensSurfaceDirtDistortion = Mathf.Max(0f, value); }
        }
 
        private Texture2D _lensSurfaceDiffractionTexture;
        internal Texture2D lensSurfaceDiffractionTexture
        { 
            get { return _lensSurfaceDiffractionTexture; }
            set { _lensSurfaceDiffractionTexture = value; }
        }
 
        private float _lensSurfaceDiffractionIntensity;
        internal float lensSurfaceDiffractionIntensity
        { 
            get { return _lensSurfaceDiffractionIntensity; }
            set { _lensSurfaceDiffractionIntensity = Mathf.Max(0f, value); }
        }
    }
}