////////////////////////////////////////////////////// // 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); } } } }