Class TerminalScreenType
How one screen shows its session: texture filtering and the display effect. Every field takes effect while the screen runs, and screens showing the same session can each carry their own. A screen with none is a sharp flat copy.
Assembly: DarkEffekt.Terminal
Section titled “Assembly: DarkEffekt.Terminal”[CreateAssetMenu(fileName = "TerminalScreenType", menuName = "Terminal/Screen Type", order = 1)][Icon("Packages/com.darkeffekt.terminal/Editor/Icons/Assets/TerminalScreenType.png")]public sealed class TerminalScreenType : ScriptableObjectInheritance: System.Object -> UnityEngine.Object -> UnityEngine.ScriptableObject
Properties
Section titled “Properties”IsAnimated
Section titled “IsAnimated”True when the effect changes over time: the flicker and the rolling band on every frame, and persistence for a while after each change.
public bool IsAnimated { get; }Fields
Section titled “Fields”outputFilter
Section titled “outputFilter”[Header("Display")][Tooltip("Point keeps cells razor sharp; Bilinear suits curved or distant screens.")]public FilterMode outputFilterscanlineIntensity
Section titled “scanlineIntensity”[Header("Effect")][Range(0, 1)]public float scanlineIntensityscanlinesPerRow
Section titled “scanlinesPerRow”[Tooltip("About how many scanlines cross one row of text. A line shows once it covers two display pixels; finer than that it dims the screen evenly.")][Range(1, 16)]public int scanlinesPerRowscanlineBeam
Section titled “scanlineBeam”[Tooltip("How far bright content fills the gaps between scanlines, as a wide beam does, so the lines show most in dark areas.")][Range(0, 1)]public float scanlineBeamapertureIntensity
Section titled “apertureIntensity”[Range(0, 1)]public float apertureIntensitymaskStyle
Section titled “maskStyle”[Tooltip("Grille is vertical stripes, as on a Trinitron; Slot breaks them into staggered segments, as on most consumer TVs.")]public ScreenMaskStyle maskStylecurvature
Section titled “curvature”[Range(0, 0.25)]public float curvaturecornerRadius
Section titled “cornerRadius”[Tooltip("Rounds the corners of the face, as a share of its height.")][Range(0, 0.5)]public float cornerRadiusvignette
Section titled “vignette”[Range(0, 1)]public float vignette[Range(0, 1)]public float glowhalation
Section titled “halation”[Tooltip("A wide haze around lit areas, from light scattering inside the glass. Distinct from the tight glow.")][Range(0, 1)]public float halationchromaticAberration
Section titled “chromaticAberration”[Tooltip("Red and blue fringes, nil at the center and widest at the edges.")][Range(0, 0.01)]public float chromaticAberrationmisconvergence
Section titled “misconvergence”[Tooltip("A fixed misalignment of the three color guns, growing toward the corners.")][Range(0, 0.01)]public float misconvergencepersistence
Section titled “persistence”[Tooltip("Seconds a trail takes to fade behind the cursor and scrolling text, as phosphor keeps glowing after the beam leaves. Zero for none.")][Range(0, 2)]public float persistenceflicker
Section titled “flicker”[Tooltip("A brightness wobble over the whole screen.")][Range(0, 0.2)]public float flickerrollingBand
Section titled “rollingBand”[Tooltip("A dark band that rolls down the screen, as a tube's refresh shows on camera.")][Range(0, 1)]public float rollingBandrollingBandSpeed
Section titled “rollingBandSpeed”[Tooltip("How fast the band rolls, in screen heights a second. Negative rolls upward.")][Range(-2, 2)]public float rollingBandSpeedrollingBandWidth
Section titled “rollingBandWidth”[Tooltip("The band's height, as a share of the screen.")][Range(0.02, 0.6)]public float rollingBandWidthrollingBandDistortion
Section titled “rollingBandDistortion”[Tooltip("How far the band bends the picture sideways as it passes.")][Range(0, 1)]public float rollingBandDistortionscreenTint
Section titled “screenTint”[Tooltip("Multiplies the final image. Tints phosphor looks green or amber.")]public Color screenTintphosphor
Section titled “phosphor”[Tooltip("How far the picture is drawn as a monochrome tube: its brightness lights the tint's phosphor, with a hot core toward white, so every color stays visible on a green or amber screen.")][Range(0, 1)]public float phosphorblackLevel
Section titled “blackLevel”[Tooltip("How gray the unlit screen reads under room light, in the tint's hue. Follows the power, so an off screen stays black.")][Range(0, 0.2)]public float blackLevelbacklightBleed
Section titled “backlightBleed”[Tooltip("Light leaking in at the edges and corners of a panel, visible on dark content.")][Range(0, 1)]public float backlightBleedburnInImage
Section titled “burnInImage”[Tooltip("A faint ghost etched into the phosphor by content that sat still for years. Lit where the image is bright, laid over the whole face.")]public Texture2D burnInImageburnIn
Section titled “burnIn”[Range(0, 1)]public float burnInbrightness
Section titled “brightness”[Range(0, 2)]public float brightnessdamageLines
Section titled “damageLines”[Tooltip("How the panel fails behind a crack: the regions the cracks bound go dead or show stuck driver lines, in rows and columns, as an LCD does. Off, only the glass cracks and the picture shows through whole, as on a tube.")]public bool damageLinespowerStyle
Section titled “powerStyle”[Header("Power")][Tooltip("How a screen of this type switches on and off: Tube collapses to a line and a dot, Fade suits a panel, and Cut is instant.")]public ScreenPowerStyle powerStylepowerOnSeconds
Section titled “powerOnSeconds”[Tooltip("Seconds a screen takes to switch on.")][Range(0, 5)]public float powerOnSecondspowerOffSeconds
Section titled “powerOffSeconds”[Tooltip("Seconds a screen takes to switch off.")][Range(0, 5)]public float powerOffSecondsMethods
Section titled “Methods”ScanlinePitch(int)
Section titled “ScanlinePitch(int)”The height of one scanline in grid pixels, for a grid whose cells are cellHeight pixels tall: a whole number, so lines stay even.
public int ScanlinePitch(int cellHeight)Returns
Section titled “Returns”System.Int32
Parameters
Section titled “Parameters”| Type | Name |
|---|---|
System.Int32 |
cellHeight |