applyTo method
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;
}