BITFALL/Assets/Plugins/_MK/MKGlow/Scripts/ISettings.cs

119 lines
3.9 KiB
C#

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