Feel  3.16
The best way to improve your game's feel and make it extra juicy
MoreMountains.FeedbacksForThirdParty Namespace Reference

Classes

class  MMAutoFocus
 This class will set the depth of field to focus on the set of targets specified in its inspector. More...
 
class  MMAutoFocus_URP
 This class will set the URP depth of field to focus on the set of targets specified in its inspector. More...
 
struct  MMBloomShakeEvent
 An event used to trigger vignette shakes More...
 
struct  MMBloomShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMBloomShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMBloomShaker
 Add this class to a Camera with a bloom post processing and it'll be able to "shake" its values by getting events More...
 
class  MMBloomShaker_HDRP
 Add this class to a Camera with a HDRP bloom post processing and it'll be able to "shake" its values by getting events More...
 
class  MMBloomShaker_URP
 Add this class to a Camera with a URP bloom post processing and it'll be able to "shake" its values by getting events More...
 
class  MMCameraZoom
 This class will allow you to trigger zooms on your camera by sending MMCameraZoomEvents from any other class More...
 
struct  MMChannelMixerShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMChannelMixerShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMChannelMixerShaker_HDRP
 Add this class to a Camera with a HDRP color adjustments post processing and it'll be able to "shake" its values by getting events More...
 
class  MMChannelMixerShaker_URP
 Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMChromaticAberrationShakeEvent
 An event used to trigger vignette shakes More...
 
struct  MMChromaticAberrationShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMChromaticAberrationShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMChromaticAberrationShaker
 Add this class to a Camera with a chromatic aberration post processing and it'll be able to "shake" its values by getting events More...
 
class  MMChromaticAberrationShaker_HDRP
 Add this class to a Camera with a HDRP chromatic aberration post processing and it'll be able to "shake" its values by getting events More...
 
class  MMChromaticAberrationShaker_URP
 Add this class to a Camera with a URP chromatic aberration post processing and it'll be able to "shake" its values by getting events More...
 
class  MMCinemachineCameraShaker
 Add this component to your Cinemachine Virtual Camera to have it shake when calling its ShakeCamera methods. More...
 
class  MMCinemachineClippingPlanesShaker
 Add this to a Cinemachine virtual camera and it'll let you control its near and far clipping planes More...
 
class  MMCinemachineFieldOfViewShaker
 Add this to a Cinemachine virtual camera and it'll let you control its field of view over time, can be piloted by a MMFeedbackCameraFieldOfView More...
 
class  MMCinemachineFreeLookZoom
 This class will allow you to trigger zooms on your cinemachine camera by sending MMCameraZoomEvents from any other class More...
 
class  MMCinemachineOrthographicSizeShaker
 Add this to a Cinemachine virtual camera and it'll let you control its orthographic size over time, can be piloted by a MMFeedbackCameraOrthographicSize More...
 
class  MMCinemachinePriorityBrainListener
 Add this to a Cinemachine brain and it'll be able to accept custom blend transitions (used with MMFeedbackCinemachineTransition) More...
 
struct  MMCinemachinePriorityEvent
 An event used to pilot priorities on cinemachine virtual cameras and brain transitions More...
 
class  MMCinemachinePriorityListener
 Add this to a Cinemachine virtual camera and it'll be able to listen to MMCinemachinePriorityEvent, usually triggered by a MMFeedbackCinemachineTransition More...
 
class  MMCinemachineZoom
 This class will allow you to trigger zooms on your cinemachine camera by sending MMCameraZoomEvents from any other class More...
 
struct  MMColorAdjustmentsShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMColorAdjustmentsShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMColorAdjustmentsShaker_HDRP
 Add this class to a Camera with a HDRP color adjustments post processing and it'll be able to "shake" its values by getting events More...
 
class  MMColorAdjustmentsShaker_URP
 Add this class to a Camera with a URP color adjustments post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMColorGradingShakeEvent
 An event used to trigger vignette shakes More...
 
class  MMColorGradingShaker
 Add this class to a Camera with a color grading post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMDepthOfFieldShakeEvent
 An event used to trigger vignette shakes More...
 
struct  MMDepthOfFieldShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMDepthOfFieldShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMDepthOfFieldShaker
 Add this class to a Camera with a depth of field post processing and it'll be able to "shake" its values by getting events More...
 
class  MMDepthOfFieldShaker_HDRP
 Add this class to a Camera with a HDRP depth of field post processing and it'll be able to "shake" its values by getting events More...
 
class  MMDepthOfFieldShaker_URP
 Add this class to a Camera with a URP depth of field post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMExposureShakeEvent_HDRP
 An event used to trigger exposure shakes More...
 
class  MMExposureShaker_HDRP
 Add this class to a Camera with a HDRP exposure post processing and it'll be able to "shake" its values by getting events More...
 
class  MMF_Bloom
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume with Bloom active, and a MMBloomShaker component. More...
 
class  MMF_Bloom_HDRP
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_HDRP component. More...
 
class  MMF_Bloom_URP
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. More...
 
class  MMF_ChannelMixer_HDRP
 
This feedback allows you to control channel mixer's red, green and blue over time.
It requires you have in your scene an object with a Volume
with Channel Mixer active, and a MMChannelMixerShaker_HDRP component.
More...
 
class  MMF_ChannelMixer_URP
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. More...
 
class  MMF_ChromaticAberration
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a PostProcessVolume with Chromatic Aberration active, and a MMChromaticAberrationShaker component. More...
 
class  MMF_ChromaticAberration_HDRP
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with HDRP Chromatic Aberration active, and a MMChromaticAberrationShaker_HDRP component. More...
 
class  MMF_ChromaticAberration_URP
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with URP Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component. More...
 
class  MMF_CinemachineImpulse
 
class  MMF_CinemachineImpulseClear
 
class  MMF_CinemachineImpulseSource
 
class  MMF_CinemachineTransition
 This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! More...
 
class  MMF_ColorAdjustments_HDRP
 This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_HDRP component. More...
 
class  MMF_ColorAdjustments_URP
 This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component. More...
 
class  MMF_ColorGrading
 This feedback allows you to control color grading post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a PostProcessVolume with Color Grading active, and a MMColorGradingShaker component. More...
 
class  MMF_DepthOfField
 This feedback allows you to control depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a PostProcessVolume with Depth of Field active, and a MMDepthOfFieldShaker component. More...
 
class  MMF_DepthOfField_HDRP
 This feedback allows you to control HDRP Depth of Field focus distance or near/far ranges over time. It requires you have in your scene an object with a Volume with Depth of Field active, and a MMDepthOfFieldShaker_HDRP component. More...
 
class  MMF_DepthOfField_URP
 This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a Volume with Depth of Field active, and a MMDepthOfFieldShaker_URP component. More...
 
class  MMF_Exposure_HDRP
 This feedback allows you to control HDRP exposure intensity over time. It requires you have in your scene an object with a Volume with Exposure active, and a MMExposureShaker_HDRP component. More...
 
class  MMF_FilmGrain_HDRP
 This feedback allows you to control HDRP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_HDRP component. More...
 
class  MMF_FilmGrain_URP
 This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component. More...
 
class  MMF_GlobalPPVolumeAutoBlend
 This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
More...
 
class  MMF_GlobalPPVolumeAutoBlend_URP
 This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
More...
 
class  MMF_Haptics
 Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead. More...
 
class  MMF_LensDistortion
 This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component. More...
 
class  MMF_LensDistortion_HDRP
 This feedback allows you to control HDRP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_HDRP component. More...
 
class  MMF_LensDistortion_URP
 This feedback allows you to control URP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_URP component. More...
 
class  MMF_MotionBlur_HDRP
 This feedback allows you to control HDRP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_HDRP component. More...
 
class  MMF_MotionBlur_URP
 This feedback allows you to control URP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_URP component. More...
 
class  MMF_NVClip
 Add this feedback to play a .haptic clip, optionally randomizing its level and frequency More...
 
class  MMF_NVContinuous
 Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time. More...
 
class  MMF_NVControl
 Add this feedback to interact with haptics at a global level, stopping them all, enabling or disabling them, adjusting their global level or initializing/release the haptic engine More...
 
class  MMF_NVEmphasis
 Use this feedback to play an Emphasis haptics, short haptic bursts whose amplitude and frequency can be controlled in real time, also called Transients in CoreHaptics/iOS More...
 
class  MMF_NVPreset
 Use this feedback to play a preset haptic, limited but super simple predifined haptic patterns More...
 
class  MMF_PaniniProjection_HDRP
 This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_HDRP component. More...
 
class  MMF_PaniniProjection_URP
 This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component. More...
 
class  MMF_Vignette
 This feedback allows you to control vignette intensity over time. It requires you have in your scene an object with a PostProcessVolume with Vignette active, and a MMVignetteShaker component. More...
 
class  MMF_Vignette_HDRP
 This feedback allows you to control HDRP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_HDRP component. More...
 
class  MMF_Vignette_URP
 This feedback allows you to control URP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_URP component. More...
 
class  MMF_WhiteBalance_HDRP
 This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_HDRP component. More...
 
class  MMF_WhiteBalance_URP
 This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_URP component. More...
 
class  MMFeedbackBloom
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a PostProcessVolume with Bloom active, and a MMBloomShaker component. More...
 
class  MMFeedbackBloom_HDRP
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_HDRP component. More...
 
class  MMFeedbackBloom_URP
 This feedback allows you to control bloom intensity and threshold over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMBloomShaker_URP component. More...
 
class  MMFeedbackChannelMixer_HDRP
 This feedback allows you to control channel mixer's red, green and blue over time. It requires you have in your scene an object with a Volume with Channel Mixer active, and a MMChannelMixerShaker_HDRP component. More...
 
class  MMFeedbackChannelMixer_URP
 This feedback allows you to control channel mixer's red, green and blue over time. It requires you have in your scene an object with a Volume with Channel Mixer active, and a MMChannelMixerShaker_URP component. More...
 
class  MMFeedbackChromaticAberration
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a PostProcessVolume with Chromatic Aberration active, and a MMChromaticAberrationShaker component. More...
 
class  MMFeedbackChromaticAberration_HDRP
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with HDRP Chromatic Aberration active, and a MMChromaticAberrationShaker_HDRP component. More...
 
class  MMFeedbackChromaticAberration_URP
 This feedback allows you to control chromatic aberration intensity over time. It requires you have in your scene an object with a Volume with URP Chromatic Aberration active, and a MMChromaticAberrationShaker_URP component. More...
 
class  MMFeedbackCinemachineImpulse
 
class  MMFeedbackCinemachineImpulseClear
 
class  MMFeedbackCinemachineTransition
 This feedback will let you change the priorities of your cameras. It requires a bit of setup : adding a MMCinemachinePriorityListener to your different cameras, with unique Channel values on them. Optionally, you can add a MMCinemachinePriorityBrainListener on your Cinemachine Brain to handle different transition types and durations. Then all you have to do is pick a channel and a new priority on your feedback, and play it. Magic transition! More...
 
class  MMFeedbackColorAdjustments_HDRP
 This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_HDRP component. More...
 
class  MMFeedbackColorAdjustments_URP
 This feedback allows you to control color adjustments' post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a Volume with Color Adjustments active, and a MMColorAdjustmentsShaker_URP component. More...
 
class  MMFeedbackColorGrading
 This feedback allows you to control color grading post exposure, hue shift, saturation and contrast over time. It requires you have in your scene an object with a PostProcessVolume with Color Grading active, and a MMColorGradingShaker component. More...
 
class  MMFeedbackDepthOfField
 This feedback allows you to control depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a PostProcessVolume with Depth of Field active, and a MMDepthOfFieldShaker component. More...
 
class  MMFeedbackDepthOfField_URP
 This feedback allows you to control URP depth of field focus distance, aperture and focal length over time. It requires you have in your scene an object with a Volume with Depth of Field active, and a MMDepthOfFieldShaker_URP component. More...
 
class  MMFeedbackExposure_HDRP
 This feedback allows you to control HDRP exposure intensity over time. It requires you have in your scene an object with a Volume with Exposure active, and a MMExposureShaker_HDRP component. More...
 
class  MMFeedbackFilmGrain_HDRP
 This feedback allows you to control HDRP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_HDRP component. More...
 
class  MMFeedbackFilmGrain_URP
 This feedback allows you to control URP Film Grain intensity over time. It requires you have in your scene an object with a Volume with Film Grain active, and a MMFilmGrainShaker_URP component. More...
 
class  MMFeedbackGlobalPPVolumeAutoBlend
 This feedback will let you pilot a Global PostProcessing Volume AutoBlend component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
More...
 
class  MMFeedbackGlobalPPVolumeAutoBlend_URP
 This feedback will let you pilot a Global PostProcessing Volume AutoBlend URP component. A GPPVAB component is placed on a PostProcessing Volume, and will let you control and blend its weight over time on demand.
More...
 
class  MMFeedbackHaptics
 Add this feedback to be able to trigger haptic feedbacks via the NiceVibration library. It'll let you create transient or continuous vibrations, play presets or advanced patterns via AHAP files, and stop any vibration at any time This feedback has been deprecated, and is just here to avoid errors in case you were to update from an old version. Use the new haptic feedbacks instead. More...
 
class  MMFeedbackLensDistortion
 This feedback allows you to control lens distortion intensity over time. It requires you have in your scene an object with a PostProcessVolume with Lens Distortion active, and a MMLensDistortionShaker component. More...
 
class  MMFeedbackLensDistortion_HDRP
 This feedback allows you to control HDRP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_HDRP component. More...
 
class  MMFeedbackLensDistortion_URP
 This feedback allows you to control URP lens distortion intensity over time. It requires you have in your scene an object with a Volume with Lens Distortion active, and a MMLensDistortionShaker_URP component. More...
 
class  MMFeedbackMotionBlur_HDRP
 This feedback allows you to control HDRP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_HDRP component. More...
 
class  MMFeedbackMotionBlur_URP
 This feedback allows you to control URP motion blur intensity over time. It requires you have in your scene an object with a Volume with MotionBlur active, and a MMMotionBlurShaker_URP component. More...
 
class  MMFeedbackNVClip
 Add this feedback to play a .haptic clip, optionally randomizing its level and frequency More...
 
class  MMFeedbackNVContinuous
 Add this feedback to play a continuous haptic of the specified amplitude and frequency over a certain duration. This feedback will also let you randomize these, and modulate them over time. More...
 
class  MMFeedbackNVControl
 Add this feedback to interact with haptics at a global level, stopping them all, enabling or disabling them, adjusting their global level or initializing/release the haptic engine More...
 
class  MMFeedbackNVEmphasis
 Use this feedback to play an Emphasis haptics, short haptic bursts whose amplitude and frequency can be controlled in real time, also called Transients in CoreHaptics/iOS More...
 
class  MMFeedbackNVPreset
 Use this feedback to play a preset haptic, limited but super simple predifined haptic patterns More...
 
class  MMFeedbackNVSettings
 A class used to store and manage common Nice Vibrations feedback settings More...
 
class  MMFeedbackPaniniProjection_HDRP
 This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_HDRP component. More...
 
class  MMFeedbackPaniniProjection_URP
 This feedback allows you to control Panini Projection distance and crop to fit over time. It requires you have in your scene an object with a Volume with Bloom active, and a MMPaniniProjectionShaker_URP component. More...
 
class  MMFeedbackVignette
 This feedback allows you to control vignette intensity over time. It requires you have in your scene an object with a PostProcessVolume with Vignette active, and a MMVignetteShaker component. More...
 
class  MMFeedbackVignette_HDRP
 This feedback allows you to control HDRP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_HDRP component. More...
 
class  MMFeedbackVignette_URP
 This feedback allows you to control URP vignette intensity over time. It requires you have in your scene an object with a Volume with Vignette active, and a MMVignetteShaker_URP component. More...
 
class  MMFeedbackWhiteBalance_HDRP
 This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_HDRP component. More...
 
class  MMFeedbackWhiteBalance_URP
 This feedback allows you to control white balance temperature and tint over time. It requires you have in your scene an object with a Volume with White Balance active, and a MMWhiteBalanceShaker_URP component. More...
 
struct  MMFilmGrainShakeEvent_HDRP
 An event used to trigger FilmGrain shakes More...
 
struct  MMFilmGrainShakeEvent_URP
 An event used to trigger FilmGrain shakes More...
 
class  MMFilmGrainShaker_HDRP
 Add this class to a Camera with a HDRP FilmGrain post processing and it'll be able to "shake" its values by getting events More...
 
class  MMFilmGrainShaker_URP
 Add this class to a Camera with a URP FilmGrain post processing and it'll be able to "shake" its values by getting events More...
 
class  MMGlobalPostProcessingVolumeAutoBlend
 Use this class to have a global PP volume auto blend its weight on cue, between a start and end values More...
 
class  MMGlobalPostProcessingVolumeAutoBlend_URP
 Use this class to have a global PP volume auto blend its weight on cue, between a start and end values More...
 
struct  MMLensDistortionShakeEvent
 An event used to trigger vignette shakes More...
 
struct  MMLensDistortionShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMLensDistortionShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMLensDistortionShaker
 Add this class to a Camera with a lens distortion post processing and it'll be able to "shake" its values by getting events More...
 
class  MMLensDistortionShaker_HDRP
 Add this class to a Camera with a HDRP lens distortion post processing and it'll be able to "shake" its values by getting events More...
 
class  MMLensDistortionShaker_URP
 Add this class to a Camera with a URP lens distortion post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMMotionBlurShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMMotionBlurShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMMotionBlurShaker_HDRP
 Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events More...
 
class  MMMotionBlurShaker_URP
 Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMPaniniProjectionShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMPaniniProjectionShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMPaniniProjectionShaker_HDRP
 Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events More...
 
class  MMPaniniProjectionShaker_URP
 Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMVignetteShakeEvent
 An event used to trigger vignette shakes More...
 
struct  MMVignetteShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMVignetteShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMVignetteShaker
 Add this class to a Camera with a vignette post processing and it'll be able to "shake" its values by getting events More...
 
class  MMVignetteShaker_HDRP
 Add this class to a Camera with a HDRP vignette post processing and it'll be able to "shake" its values by getting events More...
 
class  MMVignetteShaker_URP
 Add this class to a Camera with a URP vignette post processing and it'll be able to "shake" its values by getting events More...
 
struct  MMWhiteBalanceShakeEvent_HDRP
 An event used to trigger vignette shakes More...
 
struct  MMWhiteBalanceShakeEvent_URP
 An event used to trigger vignette shakes More...
 
class  MMWhiteBalanceShaker_HDRP
 Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events More...
 
class  MMWhiteBalanceShaker_URP
 Add this class to a Camera with a white balance post processing and it'll be able to "shake" its values by getting events More...