
Public Member Functions | |
override void | Dispose () |
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... | |
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, float in_radius) |
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.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. 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. This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas. 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. This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality, float in_radius) |
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.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. More... | |
HPS.PostProcessEffectsControl | SetAmbientOcclusion (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. The state is implicitly on. 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. The state is implicitly on. 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. The state is implicitly on. 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. The state is implicitly on. 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. The state is implicitly on. More... | |
HPS.PostProcessEffectsControl | SetWorldScale (float in_scale) |
Sets a world scale value used by post process effects such as ambient occlusion. If not set, scale is computed based on scene bounding. More... | |
bool | ShowAmbientOcclusion (out bool out_state, out float out_strength, out HPS.PostProcessEffects.AmbientOcclusion.Quality out_quality, out float out_radius) |
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... | |
bool | ShowWorldScale (out float out_scale) |
Shows the world scale setting. More... | |
override 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... | |
HPS.PostProcessEffectsControl | UnsetAmbientOcclusion () |
Removes any ambient occlusion setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetBloom () |
Removes a bloom setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetDepthOfField () |
Removes a depth of field setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetEverything () |
Removes all settings from this object. If the control is attached to a WindowKey this function restores the default settings of this control as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetEyeDomeLighting () |
Removes an eye-dome lighting setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetSilhouetteEdges () |
Removes a silhouette edge setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
HPS.PostProcessEffectsControl | UnsetWorldScale () |
Removes any world scale setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault(). More... | |
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Control (HPS.Control in_that) | |
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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. 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... | |
Protected Member Functions | |
override void | deleteCptr () |
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virtual IntPtr | GetNonDirectorClassID () |
Additional Inherited Members | |
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static IntPtr | ClassID< T > () |
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bool | cMemOwn |
HandleRef | cptr |
Detailed Description
The HPS.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 HPS.PostProcessEffectsControl can be found here.
Constructor & Destructor Documentation
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Initializes a control tied to the window segment in_seg.
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Initializes a control tied to the same object as in_that.
Member Function Documentation
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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.Control.
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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_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. in_radius A multiplier for the screen-space search radius. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- A reference to this object.
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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.
- Parameters
-
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.
- Returns
- A reference to this object.
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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.
- Parameters
-
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.
- Returns
- A reference to this object.
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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.
- Parameters
-
in_state Whether ambient occlusion should be used.
- Returns
- A reference to this object.
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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. The state is implicitly on.
- Parameters
-
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. in_radius A multiplier for the screen-space search radius. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- A reference to this object.
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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. The state is implicitly on.
- Parameters
-
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.
- Returns
- A reference to this object.
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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. The state is implicitly on.
- Parameters
-
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.
- Returns
- A reference to this object.
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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_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.
- Returns
- A reference to this object.
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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
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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].
- Returns
- A reference to this object.
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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
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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].
- Returns
- A reference to this object.
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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
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in_state Whether bloom should be used.
- Returns
- A reference to this object.
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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_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.
- Returns
- A reference to this object.
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Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
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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.
- Returns
- A reference to this object.
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Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
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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.
- Returns
- A reference to this object.
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Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
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in_state Whether depth of field should be used. in_strength A multiplier on the default blur radius. Higher values mean more blurring.
- Returns
- A reference to this object.
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Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
- Parameters
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in_state Whether depth of field should be used.
- Returns
- A reference to this object.
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Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. The state is implicitly on.
- Parameters
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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.
- Returns
- A reference to this object.
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Controls the shader-based eye-dome lighting effect.
- Parameters
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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. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. in_strength A multiplier on the calculated per-pixel occlusion value.
- Returns
- true if the setting is valid, false otherwise.
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Controls the shader-based eye-dome lighting effect.
- Parameters
-
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. 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.
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Controls the shader-based eye-dome lighting effect.
- Parameters
-
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.
- Returns
- true if the setting is valid, false otherwise.
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Controls the shader-based eye-dome lighting effect.
- Parameters
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in_state Whether eye-dome lighting should be used.
- Returns
- true if the setting is valid, false otherwise.
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Controls the shader-based eye-dome lighting effect. The state is implicitly on.
- Parameters
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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. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. in_strength A multiplier on the calculated per-pixel occlusion value.
- Returns
- true if the setting is valid, false otherwise.
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Controls the shader-based fast drawing of silhouette edges.
- Parameters
-
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).
- Returns
- A reference to this object.
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Controls the shader-based fast drawing of silhouette edges.
- Parameters
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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.
- Returns
- A reference to this object.
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Controls the shader-based fast drawing of silhouette edges.
- Parameters
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in_state Whether silhouette edges should be used.
- Returns
- A reference to this object.
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Controls the shader-based fast drawing of silhouette edges. The state is implicitly on.
- Parameters
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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).
- Returns
- A reference to this object.
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Sets a world scale value used by post process effects such as ambient occlusion. If not set, scale is computed based on scene bounding.
- Parameters
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in_scale Scale value used by post process effect.
- Returns
- A reference to this object.
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Shows the ambient occlusion setting.
- Parameters
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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. out_radius A multiplier for the screen-space search radius. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
- Returns
- true if the setting is valid, false otherwise.
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Shows the bloom setting.
- Parameters
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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.
- Returns
- true if the setting is valid, false otherwise.
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Shows the depth of field setting.
- Parameters
-
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.
- Returns
- true if the setting is valid, false otherwise.
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Shows the eye-dome lighting setting.
- Parameters
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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.
- Returns
- true if the setting is valid, false otherwise.
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Shows the silhouette edge setting.
- Parameters
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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).
- Returns
- true if the setting is valid, false otherwise.
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Shows the world scale setting.
- Parameters
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out_scale Scale value used by post process effects.
- Returns
- true if the setting is valid, false otherwise.
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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.
- Returns
- The true type of the object in question.
Reimplemented from HPS.Control.
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Removes any ambient occlusion setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes a bloom setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes a depth of field setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes all settings from this object. If the control is attached to a WindowKey this function restores the default settings of this control as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes an eye-dome lighting setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes a silhouette edge setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
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Removes any world scale setting. If the control is attached to a WindowKey this function restores the default value of this setting as specified by PostProcessEffectsKit.GetDefault().
- Returns
- A reference to this object.
The documentation for this class was generated from the following file:
- internals/hps_core/source/cs/HPS.PostProcessEffectsControl.cs