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using System.Collections.Generic;
using UnityEngine;
namespace UnityEngine.Rendering.HighDefinition.Compositor
{
internal enum BackgroundFitMode
{
Stretch,
FitHorizontally,
FitVertically
};
// This class store some additional per-camera data (filters, custom clear modes, etc) that are used by the compositor.
[AddComponentMenu("")] // Hide.
internal class AdditionalCompositorData : MonoBehaviour
{
public Texture clearColorTexture = null;
public RenderTexture clearDepthTexture = null;
public bool clearAlpha = true; // Clearing the alpha allows the post process to run only on the pixels covered by a stacked camera (and not the previous ones).
public BackgroundFitMode imageFitMode = BackgroundFitMode.Stretch;
public List<CompositionFilter> layerFilters;
public float alphaMax = 1.0f;
public float alphaMin = 0.0f;
public void Init(List<CompositionFilter> layerFilters, bool clearAlpha)
{
this.layerFilters = new List<CompositionFilter>(layerFilters);
this.clearAlpha = clearAlpha;
}
public void ResetData()
{
clearColorTexture = null;
clearDepthTexture = null;
clearAlpha = true;
imageFitMode = BackgroundFitMode.Stretch;
if (layerFilters != null)
{
layerFilters.Clear();
layerFilters = null;
}
alphaMax = 1.0f;
alphaMin = 0.0f;
}
}
}