applyTo method

void applyTo(
  1. Scene scene
)

Applies this snapshot to scene, mutating its live look fields.

Implementation

void applyTo(Scene scene) {
  applyLookTo(scene);

  final cg = scene.postProcess.colorGrading;
  cg
    ..enabled = colorGradingEnabled
    ..brightness = brightness
    ..contrast = contrast
    ..saturation = saturation
    ..temperature = temperature
    ..tint = tint
    ..lift.setFrom(lift)
    ..gamma.setFrom(gamma)
    ..gain.setFrom(gain)
    ..lut = colorGradingLut
    ..lutBlend = colorGradingLutBlend;

  final bloom = scene.postProcess.bloom;
  bloom
    ..enabled = bloomEnabled
    ..threshold = bloomThreshold
    ..intensity = bloomIntensity
    ..scatter = bloomScatter;

  final vignette = scene.postProcess.vignette;
  vignette
    ..enabled = vignetteEnabled
    ..intensity = vignetteIntensity
    ..radius = vignetteRadius
    ..smoothness = vignetteSmoothness;

  scene.postProcess.chromaticAberration
    ..enabled = chromaticAberrationEnabled
    ..intensity = chromaticAberrationIntensity;

  scene.postProcess.filmGrain
    ..enabled = filmGrainEnabled
    ..intensity = filmGrainIntensity;

  scene.ambientOcclusion
    ..enabled = ambientOcclusionEnabled
    ..method = ambientOcclusionMethod
    ..radius = ambientOcclusionRadius
    ..intensity = ambientOcclusionIntensity
    ..bias = ambientOcclusionBias
    ..power = ambientOcclusionPower
    ..detail = ambientOcclusionDetail
    ..horizonAngle = ambientOcclusionHorizonAngle
    ..directLightAffect = ambientOcclusionDirectLightAffect
    ..multiBounce = ambientOcclusionMultiBounce
    ..sampleCount = ambientOcclusionSampleCount
    ..sliceCount = ambientOcclusionSliceCount
    ..stepsPerSlice = ambientOcclusionStepsPerSlice
    ..visibilityBitmask = ambientOcclusionVisibilityBitmask
    ..thickness = ambientOcclusionThickness
    ..thicknessHeuristic = ambientOcclusionThicknessHeuristic
    ..bentNormals = ambientOcclusionBentNormals
    ..indirectLight = ambientOcclusionIndirectLight
    ..halfResolution = ambientOcclusionHalfResolution
    ..depthMipChain = ambientOcclusionDepthMipChain
    ..specularMode = ambientOcclusionSpecularMode;

  scene.screenSpaceReflections
    ..enabled = screenSpaceReflectionsEnabled
    ..intensity = screenSpaceReflectionsIntensity
    ..maxDistance = screenSpaceReflectionsMaxDistance
    ..thickness = screenSpaceReflectionsThickness
    ..stride = screenSpaceReflectionsStride
    ..maxSteps = screenSpaceReflectionsMaxSteps
    ..blur = screenSpaceReflectionsBlur
    ..distanceFadeStart = screenSpaceReflectionsDistanceFadeStart
    ..resolutionScale = screenSpaceReflectionsResolutionScale;

  scene.fog
    ..enabled = fogEnabled
    ..mode = fogMode
    ..color.setFrom(fogColor)
    ..skyColorInfluence = fogSkyColorInfluence
    ..density = fogDensity
    ..start = fogStart
    ..end = fogEnd
    ..maxOpacity = fogMaxOpacity
    ..cutoffDistance = fogCutoffDistance
    ..height = fogHeight
    ..heightFalloff = fogHeightFalloff
    ..sunInScatter = fogSunInScatter
    ..sunInScatterExponent = fogSunInScatterExponent;

  scene.godRays
    ..enabled = godRaysEnabled
    ..intensity = godRaysIntensity
    ..density = godRaysDensity
    ..anisotropy = godRaysAnisotropy
    ..stepCount = godRaysStepCount
    ..maxDistance = godRaysMaxDistance
    ..jitter = godRaysJitter
    ..color.setFrom(godRaysColor);

  scene.depthOfField
    ..enabled = depthOfFieldEnabled
    ..focusDistance = depthOfFieldFocusDistance
    ..fStop = depthOfFieldFStop
    ..focalLength = depthOfFieldFocalLength
    ..sensorHeight = depthOfFieldSensorHeight
    ..blurScale = depthOfFieldBlurScale
    ..maxForegroundBlur = depthOfFieldMaxForegroundBlur
    ..maxBackgroundBlur = depthOfFieldMaxBackgroundBlur
    ..bladeCount = depthOfFieldBladeCount
    ..bladeRotation = depthOfFieldBladeRotation
    ..bladeCurvature = depthOfFieldBladeCurvature
    ..quality = depthOfFieldQuality;

  scene.autoExposure
    ..enabled = autoExposureEnabled
    ..strength = autoExposureStrength
    ..compensation = autoExposureCompensation
    ..minEv = autoExposureMinEv
    ..maxEv = autoExposureMaxEv
    ..speedUp = autoExposureSpeedUp
    ..speedDown = autoExposureSpeedDown;
}