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TweakMode | tweakMode = 0 |
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BloomScreenBlendMode | screenBlendMode = BloomScreenBlendMode.Add |
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HDRBloomMode | hdr = HDRBloomMode.Auto |
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float | sepBlurSpread = 2.5f |
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BloomQuality | quality = BloomQuality.High |
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float | bloomIntensity = 0.5f |
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float | bloomThreshold = 0.5f |
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Color | bloomThresholdColor = Color.white |
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int | bloomBlurIterations = 2 |
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int | hollywoodFlareBlurIterations = 2 |
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float | flareRotation = 0.0f |
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LensFlareStyle | lensflareMode = (LensFlareStyle) 1 |
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float | hollyStretchWidth = 2.5f |
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float | lensflareIntensity = 0.0f |
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float | lensflareThreshold = 0.3f |
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float | lensFlareSaturation = 0.75f |
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Color | flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f) |
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Color | flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f) |
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Color | flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f) |
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Color | flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f) |
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Texture2D | lensFlareVignetteMask |
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Shader | lensFlareShader |
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Shader | screenBlendShader |
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Shader | blurAndFlaresShader |
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Shader | brightPassFilterShader |
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void | AddTo (float intensity_, RenderTexture from, RenderTexture to) |
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void | BlendFlares (RenderTexture from, RenderTexture to) |
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void | BrightFilter (float thresh, RenderTexture from, RenderTexture to) |
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void | BrightFilter (Color threshColor, RenderTexture from, RenderTexture to) |
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void | Vignette (float amount, RenderTexture from, RenderTexture to) |
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Definition at line 9 of file Bloom.cs.
Enumerator |
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Ghosting |
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Anamorphic |
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Combined |
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Definition at line 11 of file Bloom.cs.
void UnityStandardAssets.ImageEffects.Bloom.AddTo |
( |
float |
intensity_, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
void UnityStandardAssets.ImageEffects.Bloom.BlendFlares |
( |
RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
void UnityStandardAssets.ImageEffects.Bloom.BrightFilter |
( |
float |
thresh, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
void UnityStandardAssets.ImageEffects.Bloom.BrightFilter |
( |
Color |
threshColor, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
override bool UnityStandardAssets.ImageEffects.Bloom.CheckResources |
( |
| ) |
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virtual |
void UnityStandardAssets.ImageEffects.Bloom.OnRenderImage |
( |
RenderTexture |
source, |
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RenderTexture |
destination |
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) |
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void UnityStandardAssets.ImageEffects.Bloom.Vignette |
( |
float |
amount, |
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RenderTexture |
from, |
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RenderTexture |
to |
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) |
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private |
int UnityStandardAssets.ImageEffects.Bloom.bloomBlurIterations = 2 |
float UnityStandardAssets.ImageEffects.Bloom.bloomIntensity = 0.5f |
float UnityStandardAssets.ImageEffects.Bloom.bloomThreshold = 0.5f |
Color UnityStandardAssets.ImageEffects.Bloom.bloomThresholdColor = Color.white |
Material UnityStandardAssets.ImageEffects.Bloom.blurAndFlaresMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.Bloom.blurAndFlaresShader |
Material UnityStandardAssets.ImageEffects.Bloom.brightPassFilterMaterial |
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private |
Shader UnityStandardAssets.ImageEffects.Bloom.brightPassFilterShader |
bool UnityStandardAssets.ImageEffects.Bloom.doHdr = false |
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private |
Color UnityStandardAssets.ImageEffects.Bloom.flareColorA = new Color (0.4f, 0.4f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.Bloom.flareColorB = new Color (0.4f, 0.8f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.Bloom.flareColorC = new Color (0.8f, 0.4f, 0.8f, 0.75f) |
Color UnityStandardAssets.ImageEffects.Bloom.flareColorD = new Color (0.8f, 0.4f, 0.0f, 0.75f) |
float UnityStandardAssets.ImageEffects.Bloom.flareRotation = 0.0f |
float UnityStandardAssets.ImageEffects.Bloom.hollyStretchWidth = 2.5f |
int UnityStandardAssets.ImageEffects.Bloom.hollywoodFlareBlurIterations = 2 |
float UnityStandardAssets.ImageEffects.Bloom.lensflareIntensity = 0.0f |
Material UnityStandardAssets.ImageEffects.Bloom.lensFlareMaterial |
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private |
float UnityStandardAssets.ImageEffects.Bloom.lensFlareSaturation = 0.75f |
Shader UnityStandardAssets.ImageEffects.Bloom.lensFlareShader |
float UnityStandardAssets.ImageEffects.Bloom.lensflareThreshold = 0.3f |
Texture2D UnityStandardAssets.ImageEffects.Bloom.lensFlareVignetteMask |
Material UnityStandardAssets.ImageEffects.Bloom.screenBlend |
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private |
Shader UnityStandardAssets.ImageEffects.Bloom.screenBlendShader |
float UnityStandardAssets.ImageEffects.Bloom.sepBlurSpread = 2.5f |
TweakMode UnityStandardAssets.ImageEffects.Bloom.tweakMode = 0 |
The documentation for this class was generated from the following file:
- Assets/Standard Assets/Effects/ImageEffects/Scripts/Bloom.cs