ScreenLook
namespace Griff.Scenes;
public struct ScreenLookA ScreenEffects’s settings as one frame is drawn with them (between the game’s last two steps, for settings a script tweens): what the renderer applies to the finished screen.
Properties
Section titled “Properties”Aberration
Section titled “Aberration”public float Aberration { get; init; }Brightness
Section titled “Brightness”public float Brightness { get; init; }Contrast
Section titled “Contrast”public float Contrast { get; init; }Curvature
Section titled “Curvature”public float Curvature { get; init; }public float Grain { get; init; }Palette
Section titled “Palette”public ScreenPalette Palette { get; init; }PixelSize
Section titled “PixelSize”public float PixelSize { get; init; }Saturation
Section titled “Saturation”public float Saturation { get; init; }Scanlines
Section titled “Scanlines”public float Scanlines { get; init; }public Color Tint { get; init; }Vignette
Section titled “Vignette”public float Vignette { get; init; }Methods
Section titled “Methods”Deconstruct
Section titled “Deconstruct”public void Deconstruct(out float Vignette, out float Scanlines, out float Curvature, out float PixelSize, out float Aberration, out float Saturation, out float Contrast, out float Brightness, out Color Tint, out float Grain, out ScreenPalette Palette)Equals
Section titled “Equals”public override bool Equals(object obj)Equals
Section titled “Equals”public bool Equals(ScreenLook other)GetHashCode
Section titled “GetHashCode”public override int GetHashCode()ToString
Section titled “ToString”public override string ToString()