Files
SVSimServer/SVSim.BattleEngine/Engine/DofDiffusionBloomOverlayParam.cs
gamer147 957af3d1ec feat(battle-engine): full Unity/VFX/god-object shims + expanded copy closure (2570 files)
Authored Unity primitive/object-model shim, VFX layer (control-flow-preserving, InstantVfx never invokes its action -- headless suppression), god-object stubs (GameMgr/EffectMgr/UIManager with faithfully-extracted nested enums), View/UI/Touch tree, LitJson+BetterList+Tuple copied, third-party stubs. Discovered Roslyn header-error masking: fixing class-header type errors unmasks body references, so the true copy closure is ~2570 files (was 782 under masking). Errors: masked-25720 -> 268; our shim files compile clean. Remaining: ~50 residual shim/external types, 24 NGUI UI-base overrides, static-type fixes, plus likely 1-2 more unmask waves.
2026-06-05 17:22:20 -04:00

296 lines
4.9 KiB
C#

using System;
using UnityEngine;
[Serializable]
public class DofDiffusionBloomOverlayParam
{
public enum DofDiffusionBloomType
{
None,
DofBloom,
DiffusionDofBloom,
Bloom,
DiffusionBloom,
Dof,
OldDof,
OldDofFastBloom,
OverlayOnly
}
public enum BloomScreenBlendMode
{
Screen,
Add
}
[SerializeField]
private DofDiffusionBloomType _useDofDiffusionBloomType;
[SerializeField]
private bool _isEnableOldDof;
[SerializeField]
private bool _isEnableDof;
[SerializeField]
private bool _isEnableDiffusion;
[SerializeField]
private bool _isEnableBloom = true;
[Header("Rich DOF")]
public DepthBlurAndBloom.DofQuality DofQualityType = DepthBlurAndBloom.DofQuality.OnlyBackground;
public DepthBlurAndBloom.DofFocalType DofFocalType = DepthBlurAndBloom.DofFocalType.Position;
[SerializeField]
private Transform _dofFocalTransfrom;
[SerializeField]
private Vector3 _dofFocalPosition = Vector3.zero;
[SerializeField]
private float _dofFocalPoint = 1f;
public float DofSmoothness = 0.5f;
public float DofFocalSize = 4f;
public float DofMaxFocalSize;
public float DofMaxBlurSpread = 1.75f;
[SerializeField]
public float DofForegroundSize;
[SerializeField]
public DepthBlurAndBloom.DofBlur DofBlurType;
[Range(0f, 1f)]
[Header("Rich Bloom")]
public float BloomDofWeight = 1f;
[Range(0f, 1.5f)]
public float BloomThreshold = 0.95f;
[Range(0f, 15f)]
public float BloomIntensity = 8f;
[Range(0f, 10f)]
public float BloomBlurSize = 2f;
public BloomScreenBlendMode BloomBlendMode;
[Range(0.1f, 10f)]
[Header("Diffusion")]
public float DiffusionBlurSize = 10f;
[Range(0f, 2f)]
public float DiffusionBright = 1f;
[Range(0f, 1f)]
public float DiffusionThreshold = 0.4f;
[SerializeField]
[Range(0f, 2f)]
public float DiffusionSaturation = 1.2f;
[SerializeField]
[Range(0f, 2f)]
public float DiffusionContrast = 1f;
[NonSerialized]
public float DefaultDiffusionThreshold = 0.4f;
[Range(0f, 1f)]
public float EndDiffusionThreshold = 0.8f;
[Range(0f, 85f)]
public int FadeOutStartFrame = 82;
[Range(0f, 85f)]
public int FadeOutEndFrame = 82;
[NonSerialized]
public Camera TargetCamera;
private float _ballBlurPoewrFactor;
private float _ballBlurBrightnessThreshhold = 1f;
private float _ballBlurBrightnessIntensity = -1f;
private float _ballBlurSpread = 1f;
private bool _isPointBallBlur;
[SerializeField]
[Header("ScreenOverlay")]
private Class3dScreenOverlay _screenOverlay = new Class3dScreenOverlay();
public bool IsDOF;
public bool IsBloom;
public bool IsDiffution;
public bool IsScreenOverlay;
public bool IsEnable => _useDofDiffusionBloomType != DofDiffusionBloomType.None;
public DofDiffusionBloomType UseDofDiffusionBloomType => _useDofDiffusionBloomType;
public bool IsEnableOldDof
{
get
{
return _isEnableOldDof;
}
set
{
_isEnableOldDof = value;
}
}
public bool IsEnableDof
{
get
{
return _isEnableDof;
}
set
{
_isEnableDof = value;
}
}
public bool IsEnableDiffusion
{
get
{
return _isEnableDiffusion;
}
set
{
_isEnableDiffusion = value;
}
}
public bool IsEnableBloom
{
get
{
return _isEnableBloom;
}
set
{
_isEnableBloom = value;
}
}
public bool IsEnableOverlay => ScreenOverlay.IsEnable;
public bool IsEnableDofAutoDisable { get; set; } = true;
public Transform DofFocalTransfrom
{
get
{
return _dofFocalTransfrom;
}
set
{
_dofFocalTransfrom = value;
DofFocalType = DepthBlurAndBloom.DofFocalType.Transform;
}
}
public Vector3 DofFocalPosition
{
get
{
return _dofFocalPosition;
}
set
{
_dofFocalPosition = value;
DofFocalType = DepthBlurAndBloom.DofFocalType.Position;
}
}
public float DofFocalPoint
{
get
{
return _dofFocalPoint;
}
set
{
_dofFocalPoint = value;
DofFocalType = DepthBlurAndBloom.DofFocalType.Point;
}
}
public float BallBlurPowerFactor
{
get
{
return _ballBlurPoewrFactor;
}
set
{
_ballBlurPoewrFactor = value;
}
}
public float BallBlurBrightnessThreshhold
{
get
{
return _ballBlurBrightnessThreshhold;
}
set
{
_ballBlurBrightnessThreshhold = value;
}
}
public float BallBlurBrightnessIntensity
{
get
{
return _ballBlurBrightnessIntensity;
}
set
{
_ballBlurBrightnessIntensity = value;
}
}
public float BallBlurSpread
{
get
{
return _ballBlurSpread;
}
set
{
_ballBlurSpread = value;
}
}
public bool IsPointBallBlur
{
get
{
return _isPointBallBlur;
}
set
{
_isPointBallBlur = value;
}
}
public Class3dScreenOverlay ScreenOverlay => _screenOverlay;
}