The HPS::PostProcessEffectsKit class is a user space object, useful for carrying a group of attribute settings related to post-process effects. Calling HPS::PostProcessEffectsKit::GetDefault() will return a kit with values found in this table. More...
Public Member Functions | |
override void | Dispose () |
override bool | Empty () |
Indicates whether this object has any values set on it. More... | |
override bool | Equals (System.Object obj) |
bool | Equals (HPS.PostProcessEffectsKit in_kit) |
Check if the source PostProcessEffectsKit is equivalent to this object. More... | |
override int | GetHashCode () |
override HPS.Type | ObjectType () |
This function returns the type the object, as declared. This does not necessarily give the true type of the underlying object. More... | |
PostProcessEffectsKit () | |
Initializes an empty kit. More... | |
PostProcessEffectsKit (HPS.PostProcessEffectsKit in_kit) | |
The copy constructor creates a new PostProcessEffectsKit object that contains the same settings as the source object. More... | |
void | Set (HPS.PostProcessEffectsKit in_kit) |
Copies the source PostProcessEffectsKit into this object. More... | |
HPS.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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.PostProcessEffectsKit | 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.PostProcessEffectsKit | SetDepthOfField (bool in_state) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. More... | |
HPS.PostProcessEffectsKit | 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. More... | |
HPS.PostProcessEffectsKit | SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance, float in_strength) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsKit | SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsKit | SetEyeDomeLighting (bool in_state, float in_exponent) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsKit | SetEyeDomeLighting (bool in_state) |
Controls the shader-based eye-dome lighting effect. More... | |
HPS.PostProcessEffectsKit | SetEyeDomeLighting (float in_exponent, bool in_tolerance, float in_strength) |
Controls the shader-based eye-dome lighting effect. The state is implicitly on. More... | |
HPS.PostProcessEffectsKit | SetSilhouetteEdges (bool in_state, float in_tolerance, bool in_heavy_exterior) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsKit | SetSilhouetteEdges (bool in_state, float in_tolerance) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsKit | SetSilhouetteEdges (bool in_state) |
Controls the shader-based fast drawing of silhouette edges. More... | |
HPS.PostProcessEffectsKit | SetSilhouetteEdges (float in_tolerance, bool in_heavy_exterior) |
Controls the shader-based fast drawing of silhouette edges. The state is implicitly on. More... | |
void | Show (out HPS.PostProcessEffectsKit out_kit) |
Copies this object into the given PostProcessEffectsKit. 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.PostProcessEffectsKit | UnsetAmbientOcclusion () |
Removes any ambient occlusion setting. More... | |
HPS.PostProcessEffectsKit | UnsetBloom () |
Removes a bloom setting. More... | |
HPS.PostProcessEffectsKit | UnsetDepthOfField () |
Removes a depth of field setting. More... | |
HPS.PostProcessEffectsKit | UnsetEverything () |
Removes all settings from this object. More... | |
HPS.PostProcessEffectsKit | UnsetEyeDomeLighting () |
Removes an eye-dome lighting setting. More... | |
HPS.PostProcessEffectsKit | UnsetSilhouetteEdges () |
Removes a silhouette edge setting. More... | |
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IntPtr | GetClassID () |
IntPtr | GetInstanceID () |
Returns an identifier that can be used to identify which instance of a class an object is. Different keys and controls will return the same value if they are backed by the same database resource. More... | |
bool | HasType (HPS.Type in_mask) |
This function indicates whether this Object has the given Type mask. More... | |
Object (HPS.Object that) | |
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. This function is useful for finding the type of smart pointer objects that have been cast to more generic types. More... | |
Static Public Member Functions | |
static HPS.PostProcessEffectsKit | GetDefault () |
Creates a PostProcessEffectsKit which contains the default settings. The returned object will not necessarily have values set for every option, but it will have settings for those options where it is reasonable to have a default. More... | |
static bool | operator!= (HPS.PostProcessEffectsKit a, HPS.PostProcessEffectsKit b) |
static bool | operator== (HPS.PostProcessEffectsKit a, HPS.PostProcessEffectsKit b) |
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static IntPtr | ClassID< T > () |
Protected Member Functions | |
override void | deleteCptr () |
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virtual IntPtr | GetNonDirectorClassID () |
Additional Inherited Members | |
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bool | cMemOwn |
HandleRef | cptr |
HandleRef | scptr |
The HPS::PostProcessEffectsKit class is a user space object, useful for carrying a group of attribute settings related to post-process effects. Calling HPS::PostProcessEffectsKit::GetDefault() will return a kit with values found in this table.
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inline |
Initializes an empty kit.
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inline |
The copy constructor creates a new PostProcessEffectsKit object that contains the same settings as the source object.
in_kit | The source object to copy. |
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inlinevirtual |
Indicates whether this object has any values set on it.
Reimplemented from HPS.Object.
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inline |
Check if the source PostProcessEffectsKit is equivalent to this object.
in_kit | The source PostProcessEffectsKit to compare to this object. |
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inlinestatic |
Creates a PostProcessEffectsKit which contains the default settings. The returned object will not necessarily have values set for every option, but it will have settings for those options where it is reasonable to have a default.
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inlinevirtual |
This function returns the type the object, as declared. This does not necessarily give the true type of the underlying object.
Reimplemented from HPS.Object.
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inline |
Copies the source PostProcessEffectsKit into this object.
in_kit | The source object to copy. |
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inline |
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.
in_state | Whether ambient occlusion should be used. |
in_strength | A 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_quality | Indicates how much time should be spent improving the visual quality. |
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inline |
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.
in_state | Whether ambient occlusion should be used. |
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
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inline |
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.
in_state | Whether ambient occlusion should be used. |
|
inline |
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.
in_strength | A 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_quality | Indicates how much time should be spent improving the visual quality. |
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The 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_shape | The shape of the bloom effect. |
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The 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]. |
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
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inline |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
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inline |
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.
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The 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_shape | The shape of the bloom effect. |
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
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inline |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. The state is implicitly on.
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
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inline |
Controls the shader-based eye-dome lighting effect.
in_state | Whether eye-dome lighting should be used. |
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. |
in_strength | A multiplier on the calculated per-pixel occlusion value. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
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inline |
Controls the shader-based eye-dome lighting effect.
in_state | Whether eye-dome lighting should be used. |
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. |
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inline |
Controls the shader-based eye-dome lighting effect.
in_state | Whether eye-dome lighting should be used. |
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
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inline |
Controls the shader-based eye-dome lighting effect.
in_state | Whether eye-dome lighting should be used. |
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inline |
Controls the shader-based eye-dome lighting effect. The state is implicitly on.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. |
in_strength | A multiplier on the calculated per-pixel occlusion value. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
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inline |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
in_tolerance | A 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_exterior | This 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). |
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inline |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
in_tolerance | A 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. |
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inline |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
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inline |
Controls the shader-based fast drawing of silhouette edges. The state is implicitly on.
in_tolerance | A 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_exterior | This 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). |
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inline |
Copies this object into the given PostProcessEffectsKit.
out_kit | The PostProcessEffectsKit to populate with the contents of this object. |
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inline |
Shows the ambient occlusion setting.
out_state | Whether ambient occlusion should be used. |
out_strength | A 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_quality | Indicates how much time should be spent improving the visual quality. |
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inline |
Shows the bloom setting.
out_state | Whether bloom should be used. |
out_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. |
out_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. |
out_shape | The shape of the bloom effect. |
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inline |
Shows the depth of field setting.
out_state | Whether depth of field should be used. |
out_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
out_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
out_far_distance | The camera distance beyond which geometry will appear out of focus. |
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inline |
Shows the eye-dome lighting setting.
out_state | Whether eye-dome lighting should be used. |
out_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
out_tolerance | A 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. |
out_strength | A multiplier on the calculated per-pixel occlusion value. |
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inline |
Shows the silhouette edge setting.
out_state | Whether silhouette edges should be used. |
out_tolerance | A 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_exterior | This 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). |
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inline |
Removes any ambient occlusion setting.
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inline |
Removes a bloom setting.
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inline |
Removes a depth of field setting.
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inline |
Removes all settings from this object.
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inline |
Removes an eye-dome lighting setting.
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inline |
Removes a silhouette edge setting.