Files
bansonic_beta_main/Assets/scripts/rendering/GlobalDistortionVolume.cs
T

37 lines
1.5 KiB
C#

using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[Serializable]
[VolumeComponentMenu("Post-processing/Bansonic/Global Distortion")]
[SupportedOnRenderPipeline(typeof(UniversalRenderPipelineAsset))]
public sealed class GlobalDistortionVolume : VolumeComponent, IPostProcessComponent
{
[Tooltip("Base distortion intensity from the volume profile.")]
public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
[Tooltip("Noise contribution to the UV distortion.")]
public ClampedFloatParameter noiseStrength = new ClampedFloatParameter(0.16f, 0f, 1f);
[Tooltip("Radial pull strength from the distortion center.")]
public ClampedFloatParameter radialStrength = new ClampedFloatParameter(0.35f, 0f, 2f);
[Tooltip("Noise tiling scale.")]
public ClampedFloatParameter noiseScale = new ClampedFloatParameter(12f, 0.1f, 80f);
[Tooltip("Distortion center in viewport coordinates.")]
public Vector2Parameter center = new Vector2Parameter(new Vector2(0.5f, 0.5f));
[Tooltip("How quickly distortion fades towards screen edges.")]
public ClampedFloatParameter edgeFade = new ClampedFloatParameter(1.25f, 0.1f, 8f);
[Tooltip("Whether this effect should run in SceneView cameras.")]
public BoolParameter affectSceneView = new BoolParameter(false);
public bool IsActive() => intensity.value > 0.0001f;
[Obsolete("Unused #from(2023.1)", false)]
public bool IsTileCompatible() => false;
}