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    Class Bloom

    Inheritance
    Object
    UnityEngine.Rendering.VolumeComponent
    Bloom
    Inherited Members
    UnityEngine.Rendering.VolumeComponent.active
    UnityEngine.Rendering.VolumeComponent.OnEnable()
    UnityEngine.Rendering.VolumeComponent.OnDisable()
    UnityEngine.Rendering.VolumeComponent.Override(UnityEngine.Rendering.VolumeComponent, System.Single)
    UnityEngine.Rendering.VolumeComponent.SetAllOverridesTo(System.Boolean)
    UnityEngine.Rendering.VolumeComponent.GetHashCode()
    UnityEngine.Rendering.VolumeComponent.OnDestroy()
    UnityEngine.Rendering.VolumeComponent.Release()
    UnityEngine.Rendering.VolumeComponent.displayName
    UnityEngine.Rendering.VolumeComponent.parameters
    Namespace: UnityEngine.Rendering.Universal
    Syntax
    [Serializable]
    [VolumeComponentMenuForRenderPipeline("Post-processing/Bloom", new Type[]{typeof(UniversalRenderPipeline)})]
    public sealed class Bloom : VolumeComponent, IPostProcessComponent

    Fields

    clamp

    Declaration
    [Tooltip("Set the maximum intensity that Unity uses to calculate Bloom. If pixels in your Scene are more intense than this, URP renders them at their current intensity, but uses this intensity value for the purposes of Bloom calculations.")]
    public MinFloatParameter clamp
    Field Value
    Type Description
    UnityEngine.Rendering.MinFloatParameter

    dirtIntensity

    Declaration
    [Tooltip("Amount of dirtiness.")]
    public MinFloatParameter dirtIntensity
    Field Value
    Type Description
    UnityEngine.Rendering.MinFloatParameter

    dirtTexture

    Declaration
    [Header("Lens Dirt")]
    [Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")]
    public TextureParameter dirtTexture
    Field Value
    Type Description
    UnityEngine.Rendering.TextureParameter

    highQualityFiltering

    Declaration
    [Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")]
    public BoolParameter highQualityFiltering
    Field Value
    Type Description
    UnityEngine.Rendering.BoolParameter

    intensity

    Declaration
    [Tooltip("Strength of the bloom filter.")]
    public MinFloatParameter intensity
    Field Value
    Type Description
    UnityEngine.Rendering.MinFloatParameter

    scatter

    Declaration
    [Tooltip("Set the radius of the bloom effect")]
    public ClampedFloatParameter scatter
    Field Value
    Type Description
    UnityEngine.Rendering.ClampedFloatParameter

    skipIterations

    Declaration
    [Tooltip("The number of final iterations to skip in the effect processing sequence.")]
    public ClampedIntParameter skipIterations
    Field Value
    Type Description
    UnityEngine.Rendering.ClampedIntParameter

    threshold

    Declaration
    [Header("Bloom")]
    [Tooltip("Filters out pixels under this level of brightness. Value is in gamma-space.")]
    public MinFloatParameter threshold
    Field Value
    Type Description
    UnityEngine.Rendering.MinFloatParameter

    tint

    Declaration
    [Tooltip("Use the color picker to select a color for the Bloom effect to tint to.")]
    public ColorParameter tint
    Field Value
    Type Description
    UnityEngine.Rendering.ColorParameter

    Methods

    IsActive()

    Declaration
    public bool IsActive()
    Returns
    Type Description
    Boolean
    Implements
    IPostProcessComponent.IsActive()

    IsTileCompatible()

    Declaration
    public bool IsTileCompatible()
    Returns
    Type Description
    Boolean
    Implements
    IPostProcessComponent.IsTileCompatible()
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    on 24 September 2021