using UnityEngine; using UnityEngine.Rendering.Universal; [ExecuteInEditMode] public class EditValues : MonoBehaviour { public bool Blur = false; [Range(0, 1)] public float BlurAmount = 1f; public bool Bloom = false; public Color BloomColor = Color.white; [Range(0, 5)] public float BloomAmount = 1f; [Range(0, 1)] public float BloomDiffuse = 1f; [Range(0, 1)] public float BloomThreshold = 0f; [Range(0, 1)] public float BloomSoftness = 0f; public bool LUT = false; [Range(0, 1)] public float LutAmount = 0.0f; public Texture2D SourceLut = null; public bool ImageFiltering = false; public Color Color = Color.white; [Range(0, 1)] public float Contrast = 0f; [Range(-1, 1)] public float Brightness = 0f; [Range(-1, 1)] public float Saturation = 0f; [Range(-1, 1)] public float Exposure = 0f; [Range(-1, 1)] public float Gamma = 0f; [Range(0, 1)] public float Sharpness = 0f; public bool ChromaticAberration = false; public float Offset = 0; [Range(-1, 1)] public float FishEyeDistortion = 0; [Range(0, 1)] public float GlitchAmount = 0; public bool Distortion = false; [Range(0, 1)] public float LensDistortion = 0; public bool Vignette = false; public Color VignetteColor = Color.black; [Range(0, 1)] public float VignetteAmount = 0f; [Range(0.001f, 1)] public float VignetteSoftness = 0.001f; void Update() { if (PostProcessUrp.Instance == null) return; PostProcessUrp.Instance.settings.Blur = Blur; PostProcessUrp.Instance.settings.BlurAmount = BlurAmount; PostProcessUrp.Instance.settings.Bloom = Bloom; PostProcessUrp.Instance.settings.BloomColor = BloomColor; PostProcessUrp.Instance.settings.BloomAmount = BloomAmount; PostProcessUrp.Instance.settings.BloomDiffuse = BloomDiffuse; PostProcessUrp.Instance.settings.BloomThreshold = BloomThreshold; PostProcessUrp.Instance.settings.BloomSoftness = BloomSoftness; PostProcessUrp.Instance.settings.LUT = LUT; PostProcessUrp.Instance.settings.LutAmount = LutAmount; PostProcessUrp.Instance.settings.SourceLut = SourceLut; PostProcessUrp.Instance.settings.ImageFiltering = ImageFiltering; PostProcessUrp.Instance.settings.Color = Color; PostProcessUrp.Instance.settings.Contrast = Contrast; PostProcessUrp.Instance.settings.Brightness = Brightness; PostProcessUrp.Instance.settings.Saturation = Saturation; PostProcessUrp.Instance.settings.Exposure = Exposure; PostProcessUrp.Instance.settings.Gamma = Gamma; PostProcessUrp.Instance.settings.Sharpness = Sharpness; PostProcessUrp.Instance.settings.ChromaticAberration = ChromaticAberration; PostProcessUrp.Instance.settings.Offset = Offset; PostProcessUrp.Instance.settings.FishEyeDistortion = FishEyeDistortion; PostProcessUrp.Instance.settings.GlitchAmount = GlitchAmount; PostProcessUrp.Instance.settings.Distortion = Distortion; PostProcessUrp.Instance.settings.LensDistortion = LensDistortion; PostProcessUrp.Instance.settings.Vignette = Vignette; PostProcessUrp.Instance.settings.VignetteColor = VignetteColor; PostProcessUrp.Instance.settings.VignetteAmount = VignetteAmount; PostProcessUrp.Instance.settings.VignetteSoftness = VignetteSoftness; PostProcessUrp.Instance.Create(); } }