using UnityEngine; namespace Akvfx { public sealed class DeviceSettings : ScriptableObject { #region Editable fields [SerializeField] bool _autoExposure = true; [SerializeField, Range(0, 1)] float _exposure = 0.5f; [SerializeField] bool _autoWhiteBalance = true; [SerializeField, Range(0, 1)] float _whiteBalance = 0.5f; [SerializeField, Range(0, 1)] float _brightness = 0.5f; [SerializeField, Range(0, 1)] float _contrast = 0.5f; [SerializeField, Range(0, 1)] float _saturation = 0.5f; [SerializeField, Range(0, 1)] float _sharpness = 0.5f; [SerializeField, Range(0, 1)] float _gain = 1; [SerializeField] bool _enableBlc = false; [SerializeField] bool _powerIs60Hz = true; [SerializeField, Range(0, 6.6f)] float _maxDepth = 1; #endregion #region Public accessors public bool autoExposure { get { return _autoExposure; } set { _autoExposure = value; } } public float exposure { get { return _exposure; } set { _exposure = value; } } public bool autoWhiteBalance { get { return _autoWhiteBalance; } set { _autoWhiteBalance = value; } } public float whiteBalance { get { return _whiteBalance; } set { _whiteBalance = value; } } public float brightness { get { return _brightness; } set { _brightness = value; } } public float contrast { get { return _contrast; } set { _contrast = value; } } public float saturation { get { return _saturation; } set { _saturation = value; } } public float sharpness { get { return _sharpness; } set { _sharpness = value; } } public float gain { get { return _gain; } set { _gain = value; } } public bool enableBlc { get { return _enableBlc; } set { _enableBlc = value; } } public bool powerIs60Hz { get { return _powerIs60Hz; } set { _powerIs60Hz = value; } } public float maxDepth { get { return _maxDepth; } set { _maxDepth = value; } } #endregion #region Internal properties internal int ExposureDeviceValue { get { if (_autoExposure) return -1; var exp = Mathf.Pow(_exposure, 8); return (int)Mathf.Lerp(488.0f, 1000000.0f, exp); } } internal int WhiteBalanceDeviceValue { get { if (_autoWhiteBalance) return -1; var x = (int)Mathf.Lerp(2500, 10000, _whiteBalance); return x - x % 10; // Should be divisible by 10. } } internal int BrightnessDeviceValue { get { return (int)Mathf.Lerp(0, 255, _brightness); } } internal int ContrastDeviceValue { get { return (int)Mathf.Lerp(0, 10, _contrast); } } internal int SaturationDeviceValue { get { return (int)Mathf.Lerp(0, 63, _saturation); } } internal int SharpnessDeviceValue { get { return (int)Mathf.Lerp(0, 4, _sharpness); } } internal int GainDeviceValue { get { return (int)Mathf.Lerp(0, 255, _gain); } } internal int BlcDeviceValue { get { return _enableBlc ? 1 : 0; } } internal int PowerFreqDeviceValue { get { return _powerIs60Hz ? 2 : 1; } } #endregion } }