加入很多新内容,这波一块交了
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using System;
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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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[Serializable]
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[VolumeComponentMenu("Post-processing/Bansonic/Global Afterimage")]
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[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
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public sealed class GlobalAfterimageVolume : VolumeComponent, IPostProcessComponent
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{
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[Tooltip("Base afterimage opacity from the volume profile.")]
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public ClampedFloatParameter opacity = new ClampedFloatParameter(0f, 0f, 1f);
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[Tooltip("Scale multiplier of the copied image.")]
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public ClampedFloatParameter scale = new ClampedFloatParameter(1.05f, 1f, 2f);
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[Tooltip("Whether this effect should run in SceneView cameras.")]
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public BoolParameter affectSceneView = new BoolParameter(false);
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public bool IsActive() => opacity.value > 0.0001f;
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[Obsolete("Unused #from(2023.1)", false)]
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public bool IsTileCompatible() => false;
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}
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