////////////////////////////////////////////////////// // MK Glow ISettings // // // // Created by Michael Kremmel // // www.michaelkremmel.de // // Copyright © 2021 All rights reserved. // ////////////////////////////////////////////////////// using System.Collections; using System.Collections.Generic; using UnityEngine; namespace MK.Glow { internal interface ISettings { //Main bool GetAllowGeometryShaders(); bool GetAllowComputeShaders (); RenderPriority GetRenderPriority (); MK.Glow.DebugView GetDebugView(); MK.Glow.Quality GetQuality(); MK.Glow.AntiFlickerMode GetAntiFlickerMode(); MK.Glow.Workflow GetWorkflow(); LayerMask GetSelectiveRenderLayerMask(); float GetAnamorphicRatio(); float GetLumaScale(); float GetBlooming(); //Bloom MK.Glow.MinMaxRange GetBloomThreshold(); float GetBloomScattering(); float GetBloomIntensity(); //LensSurface bool GetAllowLensSurface(); Texture2D GetLensSurfaceDirtTexture(); float GetLensSurfaceDirtIntensity(); Texture2D GetLensSurfaceDiffractionTexture(); float GetLensSurfaceDiffractionIntensity(); //LensFlare bool GetAllowLensFlare(); LensFlareStyle GetLensFlareStyle(); float GetLensFlareGhostFade(); float GetLensFlareGhostIntensity(); MK.Glow.MinMaxRange GetLensFlareThreshold(); float GetLensFlareScattering(); Texture2D GetLensFlareColorRamp(); float GetLensFlareChromaticAberration(); int GetLensFlareGhostCount(); float GetLensFlareGhostDispersal(); float GetLensFlareHaloFade(); float GetLensFlareHaloIntensity(); float GetLensFlareHaloSize(); void SetLensFlareGhostFade(float fade); void SetLensFlareGhostCount(int count); void SetLensFlareGhostDispersal(float dispersal); void SetLensFlareHaloFade(float fade); void SetLensFlareHaloSize(float size); //Glare bool GetAllowGlare(); float GetGlareBlend(); float GetGlareIntensity(); float GetGlareAngle(); MK.Glow.MinMaxRange GetGlareThreshold(); int GetGlareStreaks(); void SetGlareStreaks(int count); float GetGlareScattering(); GlareStyle GetGlareStyle(); //Sample0 float GetGlareSample0Scattering(); float GetGlareSample0Angle(); float GetGlareSample0Intensity(); float GetGlareSample0Offset(); void SetGlareSample0Scattering(float scattering); void SetGlareSample0Angle(float angle); void SetGlareSample0Intensity(float intensity); void SetGlareSample0Offset(float offset); //Sample1 float GetGlareSample1Scattering(); float GetGlareSample1Angle(); float GetGlareSample1Intensity(); float GetGlareSample1Offset(); void SetGlareSample1Scattering(float scattering); void SetGlareSample1Angle(float angle); void SetGlareSample1Intensity(float intensity); void SetGlareSample1Offset(float offset); //Sample2 float GetGlareSample2Scattering(); float GetGlareSample2Angle(); float GetGlareSample2Intensity(); float GetGlareSample2Offset(); void SetGlareSample2Scattering(float scattering); void SetGlareSample2Angle(float angle); void SetGlareSample2Intensity(float intensity); void SetGlareSample2Offset(float offset); //Sample3 float GetGlareSample3Scattering(); float GetGlareSample3Angle(); float GetGlareSample3Intensity(); float GetGlareSample3Offset(); void SetGlareSample3Scattering(float scattering); void SetGlareSample3Angle(float angle); void SetGlareSample3Intensity(float intensity); void SetGlareSample3Offset(float offset); } }