562 lines
19 KiB
C#
562 lines
19 KiB
C#
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//////////////////////////////////////////////////////
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// MK Glow URP Volume Component //
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// //
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// Created by Michael Kremmel //
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// www.michaelkremmel.de //
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// Copyright © 2021 All rights reserved. //
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//////////////////////////////////////////////////////
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace MK.Glow.URP
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{
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[ExecuteInEditMode, VolumeComponentMenu("Post-processing/MK/MKGlow")]
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public class MKGlow : VolumeComponent, IPostProcessComponent, MK.Glow.ISettings
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{
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[System.Serializable]
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public sealed class RenderPriorityParameter : VolumeParameter<RenderPriority>
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{
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public override void Interp(RenderPriority from, RenderPriority to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class Texture2DParameter : VolumeParameter<Texture2D>
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{
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public override void Interp(Texture2D from, Texture2D to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class DebugViewParameter : VolumeParameter<MK.Glow.DebugView>
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{
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public override void Interp(MK.Glow.DebugView from, MK.Glow.DebugView to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class QualityParameter : VolumeParameter<MK.Glow.Quality>
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{
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public override void Interp(MK.Glow.Quality from, MK.Glow.Quality to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class AntiFlickerModeParameter : VolumeParameter<MK.Glow.AntiFlickerMode>
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{
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public override void Interp(MK.Glow.AntiFlickerMode from, MK.Glow.AntiFlickerMode to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class WorkflowParameter : VolumeParameter<MK.Glow.Workflow>
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{
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public override void Interp(MK.Glow.Workflow from, MK.Glow.Workflow to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class LayerMaskParameter : VolumeParameter<LayerMask>
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{
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public override void Interp(LayerMask from, LayerMask to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class MinMaxRangeParameter : VolumeParameter<MK.Glow.MinMaxRange>
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{
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public override void Interp(MK.Glow.MinMaxRange from, MK.Glow.MinMaxRange to, float t)
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{
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m_Value.minValue = Mathf.Lerp(from.minValue, to.minValue, t);
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m_Value.maxValue = Mathf.Lerp(from.maxValue, to.maxValue, t);
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}
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}
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[System.Serializable]
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public sealed class GlareStyleParameter : VolumeParameter<GlareStyle>
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{
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public override void Interp(GlareStyle from, GlareStyle to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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[System.Serializable]
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public sealed class LensFlareStyleParameter : VolumeParameter<LensFlareStyle>
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{
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public override void Interp(LensFlareStyle from, LensFlareStyle to, float t)
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{
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value = t > 0 ? to : from;
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}
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}
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#if UNITY_EDITOR
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public BoolParameter showEditorMainBehavior = new BoolParameter(true);
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public BoolParameter showEditorBloomBehavior = new BoolParameter(false);
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public BoolParameter showEditorLensSurfaceBehavior = new BoolParameter(false);
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public BoolParameter showEditorLensFlareBehavior = new BoolParameter(false);
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public BoolParameter showEditorGlareBehavior = new BoolParameter(false);
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/// <summary>
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/// Keep this value always untouched, editor internal only
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/// </summary>
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public BoolParameter isInitialized = new BoolParameter(false, true);
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#endif
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//Main
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public BoolParameter allowGeometryShaders = new BoolParameter(true);
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public BoolParameter allowComputeShaders = new BoolParameter(true);
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public RenderPriorityParameter renderPriority = new RenderPriorityParameter() { value = RenderPriority.Balanced };
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public DebugViewParameter debugView = new DebugViewParameter() { value = MK.Glow.DebugView.None };
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public QualityParameter quality = new QualityParameter() { value = MK.Glow.Quality.High };
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public AntiFlickerModeParameter antiFlickerMode = new AntiFlickerModeParameter() { value = MK.Glow.AntiFlickerMode.Balanced };
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public WorkflowParameter workflow = new WorkflowParameter() { value = MK.Glow.Workflow.Threshold };
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public LayerMaskParameter selectiveRenderLayerMask = new LayerMaskParameter() { value = -1 };
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[Range(-1f, 1f)]
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public ClampedFloatParameter anamorphicRatio = new ClampedFloatParameter(0, -1, 1);
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[Range(0f, 1f)]
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public ClampedFloatParameter lumaScale = new ClampedFloatParameter(0.5f, 0, 1);
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[Range(0f, 1f)]
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public ClampedFloatParameter blooming = new ClampedFloatParameter(0, 0, 1);
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//Bloom
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[MK.Glow.MinMaxRange(0, 10)]
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public MinMaxRangeParameter bloomThreshold = new MinMaxRangeParameter() { value = new MinMaxRange(1.25f, 10f) };
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[Range(1f, 10f)]
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public ClampedFloatParameter bloomScattering = new ClampedFloatParameter(7, 1, 10);
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public FloatParameter bloomIntensity = new FloatParameter(0);
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//LensSurface
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public BoolParameter allowLensSurface = new BoolParameter(false, true);
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public Texture2DParameter lensSurfaceDirtTexture = new Texture2DParameter();
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public FloatParameter lensSurfaceDirtIntensity = new FloatParameter(0);
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public Texture2DParameter lensSurfaceDiffractionTexture = new Texture2DParameter();
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public FloatParameter lensSurfaceDiffractionIntensity = new FloatParameter(0);
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//LensFlare
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public BoolParameter allowLensFlare = new BoolParameter(false, true);
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public LensFlareStyleParameter lensFlareStyle = new LensFlareStyleParameter() { value = LensFlareStyle.Average };
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[Range(0f, 25f)]
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public ClampedFloatParameter lensFlareGhostFade = new ClampedFloatParameter(10, 0, 25);
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public FloatParameter lensFlareGhostIntensity = new FloatParameter(0);
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[MK.Glow.MinMaxRange(0, 10)]
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public MinMaxRangeParameter lensFlareThreshold = new MinMaxRangeParameter() { value = new MinMaxRange(1.3f, 10f) };
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[Range(0f, 8f)]
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public ClampedFloatParameter lensFlareScattering = new ClampedFloatParameter(5, 0, 8);
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public Texture2DParameter lensFlareColorRamp = new Texture2DParameter();
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[Range(-100f, 100f)]
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public ClampedFloatParameter lensFlareChromaticAberration = new ClampedFloatParameter(53, -100, 100);
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[Range(0, 5)]
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public ClampedIntParameter lensFlareGhostCount = new ClampedIntParameter(3, 0, 5);
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[Range(-1f, 1f)]
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public ClampedFloatParameter lensFlareGhostDispersal = new ClampedFloatParameter(0.6f, -1, 1);
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[Range(0f, 25f)]
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public ClampedFloatParameter lensFlareHaloFade = new ClampedFloatParameter(2, 0, 25);
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public FloatParameter lensFlareHaloIntensity = new FloatParameter(2);
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[Range(0f, 1f)]
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public ClampedFloatParameter lensFlareHaloSize = new ClampedFloatParameter(0.4f, 0, 1);
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//Glare
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public BoolParameter allowGlare = new BoolParameter(false, true);
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[Range(0.0f, 1.0f)]
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public ClampedFloatParameter glareBlend = new ClampedFloatParameter(0.33f, 0, 1);
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public FloatParameter glareIntensity = new FloatParameter(1);
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[Range(0.0f, 360.0f)]
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public ClampedFloatParameter glareAngle = new ClampedFloatParameter(0, 0, 360);
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[MK.Glow.MinMaxRange(0, 10)]
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public MinMaxRangeParameter glareThreshold = new MinMaxRangeParameter() { value = new MinMaxRange(1.25f, 10f)};
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[Range(1, 4)]
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public ClampedIntParameter glareStreaks = new ClampedIntParameter(4, 1, 4);
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[Range(0.0f, 4.0f)]
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public ClampedFloatParameter glareScattering = new ClampedFloatParameter(2, 0, 4);
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public GlareStyleParameter glareStyle = new GlareStyleParameter() { value = GlareStyle.DistortedCross };
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//Sample0
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample0Scattering = new ClampedFloatParameter(5, 0, 10);
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[Range(0f, 360f)]
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public ClampedFloatParameter glareSample0Angle = new ClampedFloatParameter(0, 0, 360);
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public FloatParameter glareSample0Intensity = new FloatParameter(0);
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample0Offset = new ClampedFloatParameter(0, 0, 10);
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//Sample1
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample1Scattering = new ClampedFloatParameter(5, 0, 10);
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[Range(0f, 360f)]
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public ClampedFloatParameter glareSample1Angle = new ClampedFloatParameter(45, 0, 360);
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public FloatParameter glareSample1Intensity = new FloatParameter(0);
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample1Offset = new ClampedFloatParameter(0, 0, 10);
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//Sample0
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample2Scattering = new ClampedFloatParameter(5, 0, 10);
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[Range(0f, 360f)]
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public ClampedFloatParameter glareSample2Angle = new ClampedFloatParameter(90, 0, 360);
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public FloatParameter glareSample2Intensity = new FloatParameter(0);
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample2Offset = new ClampedFloatParameter(0, 0, 10);
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//Sample0
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample3Scattering = new ClampedFloatParameter(5, 0, 10);
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[Range(0f, 360f)]
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public ClampedFloatParameter glareSample3Angle = new ClampedFloatParameter(135, 0, 360);
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public FloatParameter glareSample3Intensity = new FloatParameter(0);
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[Range(0f, 10f)]
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public ClampedFloatParameter glareSample3Offset = new ClampedFloatParameter(0, 0, 10);
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public bool IsActive() => Compatibility.IsSupported && (bloomIntensity.value > 0 || allowLensFlare.value && (lensFlareGhostIntensity.value > 0 || lensFlareHaloIntensity.value > 0) || allowGlare.value && glareIntensity.value > 0 && (glareSample0Intensity.value > 0 || glareSample1Intensity.value > 0 || glareSample2Intensity.value > 0 || glareSample3Intensity.value > 0));
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public bool IsTileCompatible() => true;
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/////////////////////////////////////////////////////////////////////////////////////////////
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// Settings
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/////////////////////////////////////////////////////////////////////////////////////////////
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public bool GetAllowGeometryShaders()
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{
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return false;
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}
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public bool GetAllowComputeShaders()
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{
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return false;
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}
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public RenderPriority GetRenderPriority()
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{
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return renderPriority.value;
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}
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public MK.Glow.DebugView GetDebugView()
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{
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return debugView.value;
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}
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public MK.Glow.Quality GetQuality()
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{
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return quality.value;
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}
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public MK.Glow.AntiFlickerMode GetAntiFlickerMode()
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{
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return antiFlickerMode.value;
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}
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public MK.Glow.Workflow GetWorkflow()
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{
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return workflow.value;
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}
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public LayerMask GetSelectiveRenderLayerMask()
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{
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return selectiveRenderLayerMask.value;
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}
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public float GetAnamorphicRatio()
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{
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return anamorphicRatio.value;
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}
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public float GetLumaScale()
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{
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return lumaScale.value;
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}
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public float GetBlooming()
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{
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return blooming.value;
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}
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//Bloom
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public MK.Glow.MinMaxRange GetBloomThreshold()
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{
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return bloomThreshold.value;
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}
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public float GetBloomScattering()
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{
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return bloomScattering.value;
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}
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public float GetBloomIntensity()
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{
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return bloomIntensity.value;
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}
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//LensSurface
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public bool GetAllowLensSurface()
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{
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return allowLensSurface.value;
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}
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public Texture2D GetLensSurfaceDirtTexture()
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{
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return lensSurfaceDirtTexture.value;
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}
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public float GetLensSurfaceDirtIntensity()
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{
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return lensSurfaceDirtIntensity.value;
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}
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public Texture2D GetLensSurfaceDiffractionTexture()
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{
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return lensSurfaceDiffractionTexture.value;
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}
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public float GetLensSurfaceDiffractionIntensity()
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{
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return lensSurfaceDiffractionIntensity.value;
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}
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//LensFlare
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public bool GetAllowLensFlare()
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{
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return allowLensFlare.value;
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}
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public LensFlareStyle GetLensFlareStyle()
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{
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return lensFlareStyle.value;
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}
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public float GetLensFlareGhostFade()
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{
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return lensFlareGhostFade.value;
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}
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public float GetLensFlareGhostIntensity()
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{
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return lensFlareGhostIntensity.value;
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}
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public MK.Glow.MinMaxRange GetLensFlareThreshold()
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{
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return lensFlareThreshold.value;
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}
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public float GetLensFlareScattering()
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{
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return lensFlareScattering.value;
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}
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public Texture2D GetLensFlareColorRamp()
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{
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return lensFlareColorRamp.value;
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}
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public float GetLensFlareChromaticAberration()
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{
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return lensFlareChromaticAberration.value;
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}
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public int GetLensFlareGhostCount()
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{
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return lensFlareGhostCount.value;
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}
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public float GetLensFlareGhostDispersal()
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{
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return lensFlareGhostDispersal.value;
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}
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public float GetLensFlareHaloFade()
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{
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return lensFlareHaloFade.value;
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}
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public float GetLensFlareHaloIntensity()
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{
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return lensFlareHaloIntensity.value;
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}
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public float GetLensFlareHaloSize()
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{
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return lensFlareHaloSize.value;
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}
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public void SetLensFlareGhostFade(float fade)
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{
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lensFlareGhostFade.value = fade;
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}
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public void SetLensFlareGhostCount(int count)
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{
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lensFlareGhostCount.value = count;
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}
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public void SetLensFlareGhostDispersal(float dispersal)
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{
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lensFlareGhostDispersal.value = dispersal;
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}
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public void SetLensFlareHaloFade(float fade)
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{
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lensFlareHaloFade.value = fade;
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}
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public void SetLensFlareHaloSize(float size)
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{
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lensFlareHaloSize.value = size;
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}
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//Glare
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public bool GetAllowGlare()
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{
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return allowGlare.value;
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}
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public float GetGlareBlend()
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{
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return glareBlend.value;
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}
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public float GetGlareIntensity()
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{
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return glareIntensity.value;
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}
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public float GetGlareAngle()
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{
|
|||
|
return glareAngle.value;
|
|||
|
}
|
|||
|
public MK.Glow.MinMaxRange GetGlareThreshold()
|
|||
|
{
|
|||
|
return glareThreshold.value;
|
|||
|
}
|
|||
|
public int GetGlareStreaks()
|
|||
|
{
|
|||
|
return glareStreaks.value;
|
|||
|
}
|
|||
|
public void SetGlareStreaks(int count)
|
|||
|
{
|
|||
|
glareStreaks.value = count;
|
|||
|
}
|
|||
|
public float GetGlareScattering()
|
|||
|
{
|
|||
|
return glareScattering.value;
|
|||
|
}
|
|||
|
public GlareStyle GetGlareStyle()
|
|||
|
{
|
|||
|
return glareStyle.value;
|
|||
|
}
|
|||
|
|
|||
|
//Sample0
|
|||
|
public float GetGlareSample0Scattering()
|
|||
|
{
|
|||
|
return glareSample0Scattering.value;
|
|||
|
}
|
|||
|
public float GetGlareSample0Angle()
|
|||
|
{
|
|||
|
return glareSample0Angle.value;
|
|||
|
}
|
|||
|
public float GetGlareSample0Intensity()
|
|||
|
{
|
|||
|
return glareSample0Intensity.value;
|
|||
|
}
|
|||
|
public float GetGlareSample0Offset()
|
|||
|
{
|
|||
|
return glareSample0Offset.value;
|
|||
|
}
|
|||
|
|
|||
|
public void SetGlareSample0Scattering(float scattering)
|
|||
|
{
|
|||
|
glareSample0Scattering.value = scattering;
|
|||
|
}
|
|||
|
public void SetGlareSample0Angle(float angle)
|
|||
|
{
|
|||
|
glareSample0Angle.value = angle;
|
|||
|
}
|
|||
|
public void SetGlareSample0Intensity(float intensity)
|
|||
|
{
|
|||
|
glareSample0Intensity.value = intensity;
|
|||
|
}
|
|||
|
public void SetGlareSample0Offset(float offset)
|
|||
|
{
|
|||
|
glareSample0Offset.value = offset;
|
|||
|
}
|
|||
|
|
|||
|
//Sample1
|
|||
|
public float GetGlareSample1Scattering()
|
|||
|
{
|
|||
|
return glareSample1Scattering.value;
|
|||
|
}
|
|||
|
public float GetGlareSample1Angle()
|
|||
|
{
|
|||
|
return glareSample1Angle.value;
|
|||
|
}
|
|||
|
public float GetGlareSample1Intensity()
|
|||
|
{
|
|||
|
return glareSample1Intensity.value;
|
|||
|
}
|
|||
|
public float GetGlareSample1Offset()
|
|||
|
{
|
|||
|
return glareSample1Offset.value;
|
|||
|
}
|
|||
|
|
|||
|
public void SetGlareSample1Scattering(float scattering)
|
|||
|
{
|
|||
|
glareSample1Scattering.value = scattering;
|
|||
|
}
|
|||
|
public void SetGlareSample1Angle(float angle)
|
|||
|
{
|
|||
|
glareSample1Angle.value = angle;
|
|||
|
}
|
|||
|
public void SetGlareSample1Intensity(float intensity)
|
|||
|
{
|
|||
|
glareSample1Intensity.value = intensity;
|
|||
|
}
|
|||
|
public void SetGlareSample1Offset(float offset)
|
|||
|
{
|
|||
|
glareSample1Offset.value = offset;
|
|||
|
}
|
|||
|
|
|||
|
//Sample2
|
|||
|
public float GetGlareSample2Scattering()
|
|||
|
{
|
|||
|
return glareSample2Scattering.value;
|
|||
|
}
|
|||
|
public float GetGlareSample2Angle()
|
|||
|
{
|
|||
|
return glareSample2Angle.value;
|
|||
|
}
|
|||
|
public float GetGlareSample2Intensity()
|
|||
|
{
|
|||
|
return glareSample2Intensity.value;
|
|||
|
}
|
|||
|
public float GetGlareSample2Offset()
|
|||
|
{
|
|||
|
return glareSample2Offset.value;
|
|||
|
}
|
|||
|
|
|||
|
public void SetGlareSample2Scattering(float scattering)
|
|||
|
{
|
|||
|
glareSample2Scattering.value = scattering;
|
|||
|
}
|
|||
|
public void SetGlareSample2Angle(float angle)
|
|||
|
{
|
|||
|
glareSample2Angle.value = angle;
|
|||
|
}
|
|||
|
public void SetGlareSample2Intensity(float intensity)
|
|||
|
{
|
|||
|
glareSample2Intensity.value = intensity;
|
|||
|
}
|
|||
|
public void SetGlareSample2Offset(float offset)
|
|||
|
{
|
|||
|
glareSample2Offset.value = offset;
|
|||
|
}
|
|||
|
|
|||
|
//Sample3
|
|||
|
public float GetGlareSample3Scattering()
|
|||
|
{
|
|||
|
return glareSample3Scattering.value;
|
|||
|
}
|
|||
|
public float GetGlareSample3Angle()
|
|||
|
{
|
|||
|
return glareSample3Angle.value;
|
|||
|
}
|
|||
|
public float GetGlareSample3Intensity()
|
|||
|
{
|
|||
|
return glareSample3Intensity.value;
|
|||
|
}
|
|||
|
public float GetGlareSample3Offset()
|
|||
|
{
|
|||
|
return glareSample3Offset.value;
|
|||
|
}
|
|||
|
|
|||
|
public void SetGlareSample3Scattering(float scattering)
|
|||
|
{
|
|||
|
glareSample3Scattering.value = scattering;
|
|||
|
}
|
|||
|
public void SetGlareSample3Angle(float angle)
|
|||
|
{
|
|||
|
glareSample3Angle.value = angle;
|
|||
|
}
|
|||
|
public void SetGlareSample3Intensity(float intensity)
|
|||
|
{
|
|||
|
glareSample3Intensity.value = intensity;
|
|||
|
}
|
|||
|
public void SetGlareSample3Offset(float offset)
|
|||
|
{
|
|||
|
glareSample3Offset.value = offset;
|
|||
|
}
|
|||
|
}
|
|||
|
}
|