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Commit db2c14f

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Merge pull request #146 from Unity-Technologies/tweaks
Tweaks
2 parents beaa73e + cfca423 commit db2c14f

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8 files changed

+8
-8
lines changed

8 files changed

+8
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PostProcessing/Runtime/Components/TaaComponent.cs

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@@ -29,8 +29,8 @@ public override bool active
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{
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return model.enabled
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&& model.settings.method == AntialiasingModel.Method.Taa
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&& SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.ARGBHalf)
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&& SystemInfo.supportsMotionVectors
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&& SystemInfo.supportedRenderTargetCount >= 2
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&& !context.interrupted;
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}
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}

PostProcessing/Runtime/Models/AmbientOcclusionModel.cs

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@@ -25,7 +25,7 @@ public struct Settings
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[Tooltip("Number of sample points, which affects quality and performance.")]
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public SampleCount sampleCount;
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[Tooltip("Halves the resolution of the effect to increase performance.")]
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[Tooltip("Halves the resolution of the effect to increase performance at the cost of visual quality.")]
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public bool downsampling;
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[Tooltip("Forces compatibility with Forward rendered objects when working with the Deferred rendering path.")]

PostProcessing/Runtime/Models/BloomModel.cs

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@@ -8,7 +8,7 @@ public class BloomModel : PostProcessingModel
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[Serializable]
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public struct BloomSettings
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{
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[Min(0f), Tooltip("Blend factor of the result image.")]
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[Min(0f), Tooltip("Strength of the bloom filter.")]
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public float intensity;
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[Min(0f), Tooltip("Filters out pixels under this level of brightness.")]

PostProcessing/Runtime/Models/DepthOfFieldModel.cs

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@@ -25,7 +25,7 @@ public struct Settings
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[Range(1f, 300f), Tooltip("Distance between the lens and the film. The larger the value is, the shallower the depth of field is.")]
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public float focalLength;
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[Tooltip("Calculate the focal length automatically from the field-of-view value set on the camera.")]
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[Tooltip("Calculate the focal length automatically from the field-of-view value set on the camera. Using this setting isn't recommended.")]
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public bool useCameraFov;
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[Tooltip("Convolution kernel size of the bokeh filter, which determines the maximum radius of bokeh. It also affects the performance (the larger the kernel is, the longer the GPU time is required).")]

PostProcessing/Runtime/Models/EyeAdaptationModel.cs

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@@ -26,7 +26,7 @@ public struct Settings
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[Tooltip("Maximum average luminance to consider for auto exposure (in EV).")]
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public float maxLuminance;
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[Min(0f), Tooltip("Exposure bias. Use this to control the global exposure of the scene.")]
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[Min(0f), Tooltip("Exposure bias. Use this to offset the global exposure of the scene.")]
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public float keyValue;
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[Tooltip("Set this to true to let Unity handle the key value automatically based on average luminance.")]

PostProcessing/Runtime/Models/GrainModel.cs

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@@ -14,7 +14,7 @@ public struct Settings
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[Range(0f, 1f), Tooltip("Grain strength. Higher means more visible grain.")]
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public float intensity;
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[Range(0.3f, 3f), Tooltip("Grain particle size in \"Filmic\" mode.")]
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[Range(0.3f, 3f), Tooltip("Grain particle size.")]
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public float size;
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[Range(0f, 1f), Tooltip("Controls the noisiness response curve based on scene luminance. Lower values mean less noise in dark areas.")]

PostProcessing/Runtime/Models/ScreenSpaceReflectionModel.cs

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@@ -69,7 +69,7 @@ public struct ReflectionSettings
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[Range(0.1f, 8.0f)]
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public float reflectionBlur;
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[Tooltip("Enable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
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[Tooltip("Disable for a performance gain in scenes where most glossy objects are horizontal, like floors, water, and tables. Leave on for scenes with glossy vertical objects.")]
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public bool reflectBackfaces;
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}
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PostProcessing/Runtime/Models/VignetteModel.cs

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@@ -14,7 +14,7 @@ public enum Mode
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[Serializable]
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public struct Settings
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{
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[Tooltip("Use the \"Classic\" mode for parametric controls. Use \"Round\" to get a perfectly round vignette no matter what the aspect ratio is. Use the \"Masked\" mode to use your own texture mask.")]
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[Tooltip("Use the \"Classic\" mode for parametric controls. Use the \"Masked\" mode to use your own texture mask.")]
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public Mode mode;
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[ColorUsage(false)]

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