Inheritance diagram for HPS.PostProcessEffectsKit:
HPS.Kit HPS.Object

Public Member Functions

override void Dispose ()
 
override bool Empty ()
 
override bool Equals (System.Object obj)
 
bool Equals (HPS.PostProcessEffectsKit in_kit)
 
override int GetHashCode ()
 
override HPS.Type ObjectType ()
 
 PostProcessEffectsKit ()
 
 PostProcessEffectsKit (HPS.PostProcessEffectsKit in_kit)
 
void Set (HPS.PostProcessEffectsKit in_kit)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (bool in_state, float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality, float in_radius, float in_sharpness)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (bool in_state, float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality, float in_radius)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (bool in_state, float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (bool in_state, float in_strength)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (bool in_state)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality, float in_radius, float in_sharpness)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality, float in_radius)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (float in_strength, HPS.PostProcessEffects.AmbientOcclusion.Quality in_quality)
 
HPS.PostProcessEffectsKit SetAmbientOcclusion (float in_strength)
 
HPS.PostProcessEffectsKit SetBloom (bool in_state, float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape)
 
HPS.PostProcessEffectsKit SetBloom (bool in_state, float in_strength, uint in_blur)
 
HPS.PostProcessEffectsKit SetBloom (bool in_state, float in_strength)
 
HPS.PostProcessEffectsKit SetBloom (bool in_state)
 
HPS.PostProcessEffectsKit SetBloom (float in_strength, uint in_blur, HPS.PostProcessEffects.Bloom.Shape in_shape)
 
HPS.PostProcessEffectsKit SetDepthOfField (bool in_state, float in_strength, float in_near_distance, float in_far_distance)
 
HPS.PostProcessEffectsKit SetDepthOfField (bool in_state, float in_strength, float in_near_distance)
 
HPS.PostProcessEffectsKit SetDepthOfField (bool in_state, float in_strength)
 
HPS.PostProcessEffectsKit SetDepthOfField (bool in_state)
 
HPS.PostProcessEffectsKit SetDepthOfField (float in_strength, float in_near_distance, float in_far_distance)
 
HPS.PostProcessEffectsKit SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance, float in_strength)
 
HPS.PostProcessEffectsKit SetEyeDomeLighting (bool in_state, float in_exponent, float in_tolerance)
 
HPS.PostProcessEffectsKit SetEyeDomeLighting (bool in_state, float in_exponent)
 
HPS.PostProcessEffectsKit SetEyeDomeLighting (bool in_state)
 
HPS.PostProcessEffectsKit SetEyeDomeLighting (float in_exponent, bool in_tolerance, float in_strength)
 
HPS.PostProcessEffectsKit SetSilhouetteEdges (bool in_state, float in_tolerance, bool in_heavy_exterior)
 
HPS.PostProcessEffectsKit SetSilhouetteEdges (bool in_state, float in_tolerance)
 
HPS.PostProcessEffectsKit SetSilhouetteEdges (bool in_state)
 
HPS.PostProcessEffectsKit SetSilhouetteEdges (float in_tolerance, bool in_heavy_exterior)
 
HPS.PostProcessEffectsKit SetWorldScale (float in_scale)
 
void Show (out HPS.PostProcessEffectsKit out_kit)
 
bool ShowAmbientOcclusion (out bool out_state, out float out_strength, out HPS.PostProcessEffects.AmbientOcclusion.Quality out_quality, out float out_radius, out float out_sharpness)
 
bool ShowBloom (out bool out_state, out float out_strength, out uint out_blur, out HPS.PostProcessEffects.Bloom.Shape out_shape)
 
bool ShowDepthOfField (out bool out_state, out float out_strength, out float out_near_distance, out float out_far_distance)
 
bool ShowEyeDomeLighting (out bool out_state, out float out_exponent, out float out_tolerance, out float out_strength)
 
bool ShowSilhouetteEdges (out bool out_state, out float out_tolerance, out bool out_heavy_exterior)
 
bool ShowWorldScale (out float out_scale)
 
HPS.PostProcessEffectsKit UnsetAmbientOcclusion ()
 
HPS.PostProcessEffectsKit UnsetBloom ()
 
HPS.PostProcessEffectsKit UnsetDepthOfField ()
 
HPS.PostProcessEffectsKit UnsetEverything ()
 
HPS.PostProcessEffectsKit UnsetEyeDomeLighting ()
 
HPS.PostProcessEffectsKit UnsetSilhouetteEdges ()
 
HPS.PostProcessEffectsKit UnsetWorldScale ()
 
- Public Member Functions inherited from HPS.Kit
 Kit (HPS.Kit in_that)
 
override HPS.Type Type ()
 
- Public Member Functions inherited from HPS.Object
IntPtr GetClassID ()
 
IntPtr GetInstanceID ()
 
bool HasType (HPS.Type in_mask)
 
 Object (HPS.Object that)
 
virtual void Reset ()
 

Static Public Member Functions

static HPS.PostProcessEffectsKit GetDefault ()
 
static bool operator!= (HPS.PostProcessEffectsKit a, HPS.PostProcessEffectsKit b)
 
static bool operator== (HPS.PostProcessEffectsKit a, HPS.PostProcessEffectsKit b)
 
- Static Public Member Functions inherited from HPS.Object
static IntPtr ClassID< T > ()
 

Protected Member Functions

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

Additional Inherited Members

- Protected Attributes inherited from HPS.Object
bool cMemOwn
 
HandleRef cptr
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ PostProcessEffectsKit() [1/2]

HPS.PostProcessEffectsKit.PostProcessEffectsKit ( )
inline

Initializes an empty kit.

◆ PostProcessEffectsKit() [2/2]

HPS.PostProcessEffectsKit.PostProcessEffectsKit ( HPS.PostProcessEffectsKit  in_kit)
inline

The copy constructor creates a new PostProcessEffectsKit object that contains the same settings as the source object.

Parameters
in_kitThe source object to copy.

Member Function Documentation

◆ Empty()

override bool HPS.PostProcessEffectsKit.Empty ( )
inlinevirtual

Indicates whether this object has any values set on it.

Returns
true if no values are set on this object, false otherwise.

Reimplemented from HPS.Object.

◆ Equals()

bool HPS.PostProcessEffectsKit.Equals ( HPS.PostProcessEffectsKit  in_kit)
inline

Check if the source PostProcessEffectsKit is equivalent to this object.

Parameters
in_kitThe source PostProcessEffectsKit to compare to this object.
Returns
true if the objects are equivalent, false otherwise.

◆ GetDefault()

static HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.GetDefault ( )
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.

Returns
A PostProcessEffectsKit with the default settings.

◆ ObjectType()

override HPS.Type HPS.PostProcessEffectsKit.ObjectType ( )
inlinevirtual

This function returns the type the object, as declared (if the object is derived, this does not give the true type of the derived object).

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

Reimplemented from HPS.Kit.

◆ Set()

void HPS.PostProcessEffectsKit.Set ( HPS.PostProcessEffectsKit  in_kit)
inline

Copies the source PostProcessEffectsKit into this object.

Parameters
in_kitThe source object to copy.

◆ SetAmbientOcclusion() [1/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( bool  in_state,
float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality,
float  in_radius,
float  in_sharpness 
)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.
in_radiusA multiplier for the screen-space search radius.
in_sharpnessA value from 0.0f to 32.0f where lower values result in more blurred but softer edges and higher values will be blurred less with harder edges yet with more potential for banding. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
Returns
A reference to this object.

◆ SetAmbientOcclusion() [2/9]

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

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.
in_radiusA multiplier for the screen-space search radius.
Returns
A reference to this object.

◆ SetAmbientOcclusion() [3/9]

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

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.

◆ SetAmbientOcclusion() [4/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( bool  in_state,
float  in_strength 
)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.

◆ SetAmbientOcclusion() [5/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( bool  in_state)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
Parameters
in_stateWhether ambient occlusion should be used.
Returns
A reference to this object.

◆ SetAmbientOcclusion() [6/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality,
float  in_radius,
float  in_sharpness 
)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.
in_radiusA multiplier for the screen-space search radius.
in_sharpnessA value from 0.0f to 32.0f where lower values result in more blurred but softer edges and higher values will be blurred less with harder edges yet with more potential for banding. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
Returns
A reference to this object.

◆ SetAmbientOcclusion() [7/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality,
float  in_radius 
)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.
in_radiusA multiplier for the screen-space search radius.
Returns
A reference to this object.

◆ SetAmbientOcclusion() [8/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( float  in_strength,
HPS.PostProcessEffects.AmbientOcclusion.Quality  in_quality 
)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.

◆ SetAmbientOcclusion() [9/9]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetAmbientOcclusion ( float  in_strength)
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.

Note
Ambient occlusion uses the depth buffer that is generated when we render opaque geometry to approximate ambient occlusion. Drawing of transparent geometry is always deferred until after all opaque geometry is drawn, and doesn't write any depth information to the depth buffer. Thus, transparent geometry will effectively not exist for ambient occlusion calculations, and will therefore be unaffected by them. This also means that if all geometry in a scene is transparent, ambient occlusion is effectively disabled.
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.
Returns
A reference to this object.

◆ SetBloom() [1/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetBloom ( bool  in_state,
float  in_strength,
uint  in_blur,
HPS.PostProcessEffects.Bloom.Shape  in_shape 
)
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.

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.

◆ SetBloom() [2/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetBloom ( bool  in_state,
float  in_strength,
uint  in_blur 
)
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.

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.

◆ SetBloom() [3/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetBloom ( bool  in_state,
float  in_strength 
)
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.

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.

◆ SetBloom() [4/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetBloom ( bool  in_state)
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.

Parameters
in_stateWhether bloom should be used.
Returns
A reference to this object.

◆ SetBloom() [5/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetBloom ( float  in_strength,
uint  in_blur,
HPS.PostProcessEffects.Bloom.Shape  in_shape 
)
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.

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.

◆ SetDepthOfField() [1/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetDepthOfField ( bool  in_state,
float  in_strength,
float  in_near_distance,
float  in_far_distance 
)
inline

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.

◆ SetDepthOfField() [2/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetDepthOfField ( bool  in_state,
float  in_strength,
float  in_near_distance 
)
inline

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.

◆ SetDepthOfField() [3/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetDepthOfField ( bool  in_state,
float  in_strength 
)
inline

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.

◆ SetDepthOfField() [4/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetDepthOfField ( bool  in_state)
inline

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.

◆ SetDepthOfField() [5/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetDepthOfField ( float  in_strength,
float  in_near_distance,
float  in_far_distance 
)
inline

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.

◆ SetEyeDomeLighting() [1/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetEyeDomeLighting ( bool  in_state,
float  in_exponent,
float  in_tolerance,
float  in_strength 
)
inline

Controls the shader-based eye-dome lighting effect.

Parameters
in_stateWhether eye-dome lighting should be used.
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.
in_strengthA 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.
Returns
A reference to this object.

◆ SetEyeDomeLighting() [2/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetEyeDomeLighting ( bool  in_state,
float  in_exponent,
float  in_tolerance 
)
inline

Controls the shader-based eye-dome lighting effect.

Parameters
in_stateWhether eye-dome lighting should be used.
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.
Returns
A reference to this object.

◆ SetEyeDomeLighting() [3/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetEyeDomeLighting ( bool  in_state,
float  in_exponent 
)
inline

Controls the shader-based eye-dome lighting effect.

Parameters
in_stateWhether eye-dome lighting should be used.
in_exponentAn exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm.
Returns
A reference to this object.

◆ SetEyeDomeLighting() [4/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetEyeDomeLighting ( bool  in_state)
inline

Controls the shader-based eye-dome lighting effect.

Parameters
in_stateWhether eye-dome lighting should be used.
Returns
A reference to this object.

◆ SetEyeDomeLighting() [5/5]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetEyeDomeLighting ( float  in_exponent,
bool  in_tolerance,
float  in_strength 
)
inline

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.
in_strengthA 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.
Returns
A reference to this object.

◆ SetSilhouetteEdges() [1/4]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetSilhouetteEdges ( bool  in_state,
float  in_tolerance,
bool  in_heavy_exterior 
)
inline

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.

◆ SetSilhouetteEdges() [2/4]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetSilhouetteEdges ( bool  in_state,
float  in_tolerance 
)
inline

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.

◆ SetSilhouetteEdges() [3/4]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetSilhouetteEdges ( bool  in_state)
inline

Controls the shader-based fast drawing of silhouette edges.

Parameters
in_stateWhether silhouette edges should be used.
Returns
A reference to this object.

◆ SetSilhouetteEdges() [4/4]

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetSilhouetteEdges ( float  in_tolerance,
bool  in_heavy_exterior 
)
inline

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.

◆ SetWorldScale()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.SetWorldScale ( float  in_scale)
inline

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
in_scaleScale value used by post process effect.
Returns
A reference to this object.

◆ Show()

void HPS.PostProcessEffectsKit.Show ( out HPS.PostProcessEffectsKit  out_kit)
inline

Copies this object into the given PostProcessEffectsKit.

Parameters
out_kitThe PostProcessEffectsKit to populate with the contents of this object.

◆ ShowAmbientOcclusion()

bool HPS.PostProcessEffectsKit.ShowAmbientOcclusion ( out bool  out_state,
out float  out_strength,
out HPS.PostProcessEffects.AmbientOcclusion.Quality  out_quality,
out float  out_radius,
out float  out_sharpness 
)
inline

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.
out_radiusA multiplier for the screen-space search radius.
out_sharpnessA value indicating the sharpness of the ambient occlusion edges. Higher values increase the search radius for occluding pixels, but may cause under-sampling artifacts.
Returns
true if the setting is valid, false otherwise.

◆ ShowBloom()

bool HPS.PostProcessEffectsKit.ShowBloom ( out bool  out_state,
out float  out_strength,
out uint  out_blur,
out HPS.PostProcessEffects.Bloom.Shape  out_shape 
)
inline

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.

◆ ShowDepthOfField()

bool HPS.PostProcessEffectsKit.ShowDepthOfField ( out bool  out_state,
out float  out_strength,
out float  out_near_distance,
out float  out_far_distance 
)
inline

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.

◆ ShowEyeDomeLighting()

bool HPS.PostProcessEffectsKit.ShowEyeDomeLighting ( out bool  out_state,
out float  out_exponent,
out float  out_tolerance,
out float  out_strength 
)
inline

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.
out_strengthA multiplier on the calculated per-pixel occlusion value.
Returns
true if the setting is valid, false otherwise.

◆ ShowSilhouetteEdges()

bool HPS.PostProcessEffectsKit.ShowSilhouetteEdges ( out bool  out_state,
out float  out_tolerance,
out bool  out_heavy_exterior 
)
inline

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.

◆ ShowWorldScale()

bool HPS.PostProcessEffectsKit.ShowWorldScale ( out float  out_scale)
inline

Shows the world scale setting.

Parameters
out_scaleScale value used by post process effects.
Returns
true if the setting is valid, false otherwise.

◆ UnsetAmbientOcclusion()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetAmbientOcclusion ( )
inline

Removes any ambient occlusion setting.

Returns
A reference to this object.

◆ UnsetBloom()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetBloom ( )
inline

Removes a bloom setting.

Returns
A reference to this object.

◆ UnsetDepthOfField()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetDepthOfField ( )
inline

Removes a depth of field setting.

Returns
A reference to this object.

◆ UnsetEverything()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetEverything ( )
inline

Removes all settings from this object.

Returns
A reference to this object.

◆ UnsetEyeDomeLighting()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetEyeDomeLighting ( )
inline

Removes an eye-dome lighting setting.

Returns
A reference to this object.

◆ UnsetSilhouetteEdges()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetSilhouetteEdges ( )
inline

Removes a silhouette edge setting.

Returns
A reference to this object.

◆ UnsetWorldScale()

HPS.PostProcessEffectsKit HPS.PostProcessEffectsKit.UnsetWorldScale ( )
inline

Removes any world scale setting.

Returns
A reference to this object.

The documentation for this class was generated from the following file:
  • internals/hps_core/source/cs/HPS.PostProcessEffectsKit.cs