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REFERENCE MANUAL

HPS.PostProcessEffectsControl Class Reference

The PostProcessEffectsControl class is a smart pointer that is tied to a database object. More...

Inheritance diagram for HPS.PostProcessEffectsControl:
HPS.Control HPS.Object

Public Member Functions

override void Dispose ()
 
override HPS.Type ObjectType ()
 This function returns the type the object, as declared. More...
 
 PostProcessEffectsControl (HPS.WindowKey in_seg)
 Initializes a control tied to the window segment in_seg. More...
 
 PostProcessEffectsControl (HPS.PostProcessEffectsControl in_that)
 Initializes a control tied to the same object as in_that. More...
 
HPS.PostProcessEffectsControl SetAmbientOcclusion (bool in_state, float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality)
 Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More...
 
HPS.PostProcessEffectsControl SetAmbientOcclusion (bool in_state, float in_strength)
 Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More...
 
HPS.PostProcessEffectsControl SetAmbientOcclusion (bool in_state)
 Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More...
 
HPS.PostProcessEffectsControl SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality)
 Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. More...
 
HPS.PostProcessEffectsControl SetBloom (bool in_state, float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape)
 Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More...
 
HPS.PostProcessEffectsControl SetBloom (bool in_state, float in_strength, uint in_blur)
 Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More...
 
HPS.PostProcessEffectsControl SetBloom (bool in_state, float in_strength)
 Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More...
 
HPS.PostProcessEffectsControl SetBloom (bool in_state)
 Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More...
 
HPS.PostProcessEffectsControl SetBloom (float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape)
 Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. More...
 
HPS.PostProcessEffectsControl SetDepthOfField (bool in_state, float in_strength, float in_near_distance, float in_far_distance)
 Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More...
 
HPS.PostProcessEffectsControl SetDepthOfField (bool in_state, float in_strength, float in_near_distance)
 Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More...
 
HPS.PostProcessEffectsControl SetDepthOfField (bool in_state, float in_strength)
 Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More...
 
HPS.PostProcessEffectsControl SetDepthOfField (bool in_state)
 Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More...
 
HPS.PostProcessEffectsControl SetDepthOfField (float in_strength, float in_near_distance, float in_far_distance)
 Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More...
 
HPS.PostProcessEffectsControl SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance, float in_strength)
 Controls the shader-based eye-dome lighting effect. More...
 
HPS.PostProcessEffectsControl SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance)
 Controls the shader-based eye-dome lighting effect. More...
 
HPS.PostProcessEffectsControl SetEyeDomeLighting (bool in_state, float in_exponent)
 Controls the shader-based eye-dome lighting effect. More...
 
HPS.PostProcessEffectsControl SetEyeDomeLighting (bool in_state)
 Controls the shader-based eye-dome lighting effect. More...
 
HPS.PostProcessEffectsControl SetEyeDomeLighting (float in_exponent, float in_tolerance, float in_strength)
 Controls the shader-based eye-dome lighting effect. More...
 
HPS.PostProcessEffectsControl SetSilhouetteEdges (bool in_state, float in_tolerance, bool in_heavy_exterior)
 Controls the shader-based fast drawing of silhouette edges. More...
 
HPS.PostProcessEffectsControl SetSilhouetteEdges (bool in_state, float in_tolerance)
 Controls the shader-based fast drawing of silhouette edges. More...
 
HPS.PostProcessEffectsControl SetSilhouetteEdges (bool in_state)
 Controls the shader-based fast drawing of silhouette edges. More...
 
HPS.PostProcessEffectsControl SetSilhouetteEdges (float in_tolerance, bool in_heavy_exterior)
 Controls the shader-based fast drawing of silhouette edges. More...
 
bool ShowAmbientOcclusion (out bool out_state, out float out_strength, out HPS.PostProcessEffects.AmbientOcclusion.Quality out_quality)
 Shows the ambient occlusion setting. More...
 
bool ShowBloom (out bool out_state, out float out_strength, out uint out_blur, out HPS.PostProcessEffects.Bloom.Shape out_shape)
 Shows the bloom setting. More...
 
bool ShowDepthOfField (out bool out_state, out float out_strength, out float out_near_distance, out float out_far_distance)
 Shows the depth of field setting. More...
 
bool ShowEyeDomeLighting (out bool out_state, out float out_exponent, out float out_tolerance, out float out_strength)
 Shows the eye-dome lighting setting. More...
 
bool ShowSilhouetteEdges (out bool out_state, out float out_tolerance, out bool out_heavy_exterior)
 Shows the silhouette edge setting. More...
 
HPS.PostProcessEffectsControl UnsetAmbientOcclusion ()
 Removes any ambient occlusion setting. More...
 
HPS.PostProcessEffectsControl UnsetBloom ()
 Removes a bloom setting. More...
 
HPS.PostProcessEffectsControl UnsetDepthOfField ()
 Removes a depth of field setting. More...
 
HPS.PostProcessEffectsControl UnsetEverything ()
 Removes all settings from this object. More...
 
HPS.PostProcessEffectsControl UnsetEyeDomeLighting ()
 Removes an eye-dome lighting setting. More...
 
HPS.PostProcessEffectsControl UnsetSilhouetteEdges ()
 Removes a silhouette edge setting. More...
 
- Public Member Functions inherited from HPS.Control
 Control (HPS.Control in_that)
 
- Public Member Functions inherited from HPS.Object
virtual bool Empty ()
 Indicates whether this object has any values set on it. More...
 
IntPtr GetClassID ()
 
IntPtr GetInstanceID ()
 Returns an identifier that can be used to identify which instance of a class an object is. More...
 
bool HasType (HPS.Type in_mask)
 This function indicates whether this Object has the given Type mask. More...
 
 Object (HPS.Object in_that)
 The move constructor creates an Object by transferring the underlying impl of the rvalue reference to this Object thereby avoiding a copy and allocation. More...
 
virtual void Reset ()
 Resets this object to its initial, uninitialized state. More...
 
HPS.Type Type ()
 This function returns the true type of the underlying object. More...
 

Protected Member Functions

override void deleteCptr ()
 
- Protected Member Functions inherited from HPS.Object
virtual IntPtr GetNonDirectorClassID ()
 

Additional Inherited Members

- Static Public Member Functions inherited from HPS.Object
static IntPtr ClassID< T > ()
 
- Protected Attributes inherited from HPS.Object
bool cMemOwn
 
HandleRef cptr
 
HandleRef scptr
 

Detailed Description

The PostProcessEffectsControl class is a smart pointer that is tied to a database object.

This object is effective only for the shader-based driver interfaces such as DirectX and OpenGL2. Ambient occlusion, bloom, silhouette edges, and depth of field are all enabled through this control. Default values for the various fields of PostProcessEffectsControl can be found here.

Constructor & Destructor Documentation

HPS.PostProcessEffectsControl.PostProcessEffectsControl ( HPS.WindowKey  in_seg)

Initializes a control tied to the window segment in_seg.

HPS.PostProcessEffectsControl.PostProcessEffectsControl ( HPS.PostProcessEffectsControl  in_that)

Initializes a control tied to the same object as in_that.

Member Function Documentation

override HPS.Type HPS.PostProcessEffectsControl.ObjectType ( )
virtual

This function returns the type the object, as declared.

This does not necessarily give the true type of the underlying object.

Returns
The declared type of the object in question, which may differ from the true, underlying type.

Reimplemented from HPS.Object.

HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion ( bool  in_state,
float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality 
)

Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.

This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.

Parameters
in_stateWhether ambient occlusion should be used.
in_strengthA multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution.
in_qualityIndicates how much time should be spent improving the visual quality.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion ( bool  in_state,
float  in_strength 
)

Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.

This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.

Parameters
in_stateWhether ambient occlusion should be used.
in_strengthA multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion ( bool  in_state)

Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.

This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.

Parameters
in_stateWhether ambient occlusion should be used.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetAmbientOcclusion ( float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality 
)

Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface.

This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas. The state is implicitly on.

Parameters
in_strengthA multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution.
in_qualityIndicates how much time should be spent improving the visual quality.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom ( bool  in_state,
float  in_strength,
uint  in_blur,
HPS.PostProcessEffects.Bloom.Shape  in_shape 
)

Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.

Parameters
in_stateWhether bloom should be used.
in_strengthA multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10].
in_blurThe number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8].
in_shapeThe shape of the bloom effect.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom ( bool  in_state,
float  in_strength,
uint  in_blur 
)

Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.

Parameters
in_stateWhether bloom should be used.
in_strengthA multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10].
in_blurThe number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8].
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom ( bool  in_state,
float  in_strength 
)

Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.

Parameters
in_stateWhether bloom should be used.
in_strengthA multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10].
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom ( bool  in_state)

Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.

Parameters
in_stateWhether bloom should be used.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetBloom ( float  in_strength,
uint  in_blur,
HPS.PostProcessEffects.Bloom.Shape  in_shape 
)

Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.

The state is implicitly on.

Parameters
in_strengthA multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10].
in_blurThe number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8].
in_shapeThe shape of the bloom effect.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField ( bool  in_state,
float  in_strength,
float  in_near_distance,
float  in_far_distance 
)

Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.

Parameters
in_stateWhether depth of field should be used.
in_strengthA multiplier on the default blur radius. Higher values mean more blurring.
in_near_distanceThe camera distance in front of which geometry will begin to appear out of focus.
in_far_distanceThe camera distance beyond which geometry will appear out of focus.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField ( bool  in_state,
float  in_strength,
float  in_near_distance 
)

Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.

Parameters
in_stateWhether depth of field should be used.
in_strengthA multiplier on the default blur radius. Higher values mean more blurring.
in_near_distanceThe camera distance in front of which geometry will begin to appear out of focus.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField ( bool  in_state,
float  in_strength 
)

Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.

Parameters
in_stateWhether depth of field should be used.
in_strengthA multiplier on the default blur radius. Higher values mean more blurring.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField ( bool  in_state)

Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.

Parameters
in_stateWhether depth of field should be used.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetDepthOfField ( float  in_strength,
float  in_near_distance,
float  in_far_distance 
)

Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.

The state is implicitly on.

Parameters
in_strengthA multiplier on the default blur radius. Higher values mean more blurring.
in_near_distanceThe camera distance in front of which geometry will begin to appear out of focus.
in_far_distanceThe camera distance beyond which geometry will appear out of focus.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting ( bool  in_state,
float  in_exponent,
float  in_tolerance,
float  in_strength 
)

Controls the shader-based eye-dome lighting effect.

Parameters
in_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference.
in_strengthA multiplier on the calculated per-pixel occlusion value.
Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting ( bool  in_state,
float  in_exponent,
float  in_tolerance 
)

Controls the shader-based eye-dome lighting effect.

Parameters
in_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference.
Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting ( bool  in_state,
float  in_exponent 
)

Controls the shader-based eye-dome lighting effect.

Parameters
in_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting ( bool  in_state)

Controls the shader-based eye-dome lighting effect.

Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetEyeDomeLighting ( float  in_exponent,
float  in_tolerance,
float  in_strength 
)

Controls the shader-based eye-dome lighting effect.

The state is implicitly on.

Parameters
in_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference.
in_strengthA multiplier on the calculated per-pixel occlusion value.
Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges ( bool  in_state,
float  in_tolerance,
bool  in_heavy_exterior 
)

Controls the shader-based fast drawing of silhouette edges.

Parameters
in_stateWhether silhouette edges should be used.
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be.
in_heavy_exteriorThis option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry).
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges ( bool  in_state,
float  in_tolerance 
)

Controls the shader-based fast drawing of silhouette edges.

Parameters
in_stateWhether silhouette edges should be used.
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges ( bool  in_state)

Controls the shader-based fast drawing of silhouette edges.

Parameters
in_stateWhether silhouette edges should be used.
Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.SetSilhouetteEdges ( float  in_tolerance,
bool  in_heavy_exterior 
)

Controls the shader-based fast drawing of silhouette edges.

The state is implicitly on.

Parameters
in_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be.
in_heavy_exteriorThis option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry).
Returns
A reference to this object.
bool HPS.PostProcessEffectsControl.ShowAmbientOcclusion ( out bool  out_state,
out float  out_strength,
out HPS.PostProcessEffects.AmbientOcclusion.Quality  out_quality 
)

Shows the ambient occlusion setting.

Parameters
out_stateWhether ambient occlusion should be used.
out_strengthA multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution.
out_qualityIndicates how much time should be spent improving the visual quality.
Returns
true if the setting is valid, false otherwise.
bool HPS.PostProcessEffectsControl.ShowBloom ( out bool  out_state,
out float  out_strength,
out uint  out_blur,
out HPS.PostProcessEffects.Bloom.Shape  out_shape 
)

Shows the bloom setting.

Parameters
out_stateWhether bloom should be used.
out_strengthA multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution.
out_blurThe number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother.
out_shapeThe shape of the bloom effect.
Returns
true if the setting is valid, false otherwise.
bool HPS.PostProcessEffectsControl.ShowDepthOfField ( out bool  out_state,
out float  out_strength,
out float  out_near_distance,
out float  out_far_distance 
)

Shows the depth of field setting.

Parameters
out_stateWhether depth of field should be used.
out_strengthA multiplier on the default blur radius. Higher values mean more blurring.
out_near_distanceThe camera distance in front of which geometry will begin to appear out of focus.
out_far_distanceThe camera distance beyond which geometry will appear out of focus.
Returns
true if the setting is valid, false otherwise.
bool HPS.PostProcessEffectsControl.ShowEyeDomeLighting ( out bool  out_state,
out float  out_exponent,
out float  out_tolerance,
out float  out_strength 
)

Shows the eye-dome lighting setting.

Parameters
out_stateWhether eye-dome lighting should be used.
out_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
out_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference.
Returns
true if the setting is valid, false otherwise.
bool HPS.PostProcessEffectsControl.ShowSilhouetteEdges ( out bool  out_state,
out float  out_tolerance,
out bool  out_heavy_exterior 
)

Shows the silhouette edge setting.

Parameters
out_stateWhether silhouette edges should be used.
out_toleranceA multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be.
out_heavy_exteriorThis option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry).
Returns
true if the setting is valid, false otherwise.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetAmbientOcclusion ( )

Removes any ambient occlusion setting.

Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetBloom ( )

Removes a bloom setting.

Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetDepthOfField ( )

Removes a depth of field setting.

Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetEverything ( )

Removes all settings from this object.

Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetEyeDomeLighting ( )

Removes an eye-dome lighting setting.

Returns
A reference to this object.
HPS.PostProcessEffectsControl HPS.PostProcessEffectsControl.UnsetSilhouetteEdges ( )

Removes a silhouette edge setting.

Returns
A reference to this object.

The documentation for this class was generated from the following file: