引用命名空间
using UnityEngine.Rendering; using UnityEngine.Rendering.Universal;
以景深为例
Volume volume = GameObject.Find("Global Volume").GetComponent();;
public DepthOfFieldMode modeType = DepthOfFieldMode.Gaussian;
DepthOfField dof;
//检测是否添加了景深
if (volume.profile.TryGet(out dof))
{
dof.active = DepthOfField;
dof.mode = new DepthOfFieldModeParameter(modeType, Mode);
//true 对应的是景深下 模式前边的是否启用的开关
MinFloatParameter gaussianStartValue = new MinFloatParameter(startValue, 0, true);
dof.gaussianStart = gaussianStartValue;
MinFloatParameter gaussianEndValue = new MinFloatParameter(endValue, 0, true);
dof.gaussianEnd = gaussianEndValue;
ClampedFloatParameter gaussianMaxRadiusValue = new ClampedFloatParameter(MaxRadiusValue, 0.5f, 1.5f, true);
dof.gaussianMaxRadius = gaussianMaxRadiusValue;
BoolParameter gaussianhighQualitySamplingValue = new BoolParameter(HighQualitySampingValue, true);
dof.highQualitySampling = gaussianhighQualitySamplingValue;
}



