Scripting Support (C#)
advanced scriptingBeautify 3 (Built-in) · Scripting Support (C#)
Beautify component (namespace BeautifyEffect). Access via Beautify.instance or GetComponent<Beautify>().
Getting Started
Beautify 3 for Built-in RP is a camera component. Access the singleton instance or get the component directly. Uses the BeautifyEffect namespace.
using BeautifyEffect;
Beautify b = Beautify.instance;
b.sharpen = 4f;
b.bloomIntensity = 0.5f;
Properties — General
static Beautify instance { get; }Returns the active singleton Beautify instance.
BEAUTIFY_PRESET preset { get; set; }Apply a built-in visual preset.
BEAUTIFY_QUALITY quality { get; set; }Quality level affecting available features.
BeautifyProfile profile { get; set; }Profile ScriptableObject for saving/loading settings.
Properties — Sharpen
float sharpen { get; set; }Sharpening intensity.
float sharpenDepthThreshold { get; set; }Depth threshold for edge-aware sharpening.
float sharpenRelaxation { get; set; }Reduces sharpening on bright areas.
float sharpenClamp { get; set; }Maximum sharpening clamp.
float sharpenMotionSensibility { get; set; }Reduces sharpening during camera motion.
Properties — Color Grading
BEAUTIFY_TMO tonemap { get; set; }Tonemapping operator.
float saturate { get; set; }Color saturation.
float brightness { get; set; }Overall brightness.
float contrast { get; set; }Contrast adjustment.
Color tintColor { get; set; }Global tint color.
bool lut { get; set; }Enables LUT color grading.
float lutIntensity { get; set; }LUT blend intensity.
Texture2D lutTexture { get; set; }LUT texture.
Properties — Bloom
bool bloom { get; set; }Enables bloom effect.
float bloomIntensity { get; set; }Bloom intensity.
float bloomThreshold { get; set; }Brightness threshold for bloom.
float bloomMaxBrightness { get; set; }Maximum bloom brightness.
Color bloomTint { get; set; }Bloom tint color.
Properties — Depth of Field
bool depthOfField { get; set; }Enables depth of field.
float depthOfFieldDistance { get; set; }Focus distance.
float depthOfFieldFocusSpeed { get; set; }Focus transition speed.
bool depthOfFieldAutofocus { get; set; }Enables autofocus (raycasts from viewport center).
Transform depthOfFieldTargetFocus { get; set; }Target transform for focus tracking.
bool depthOfFieldBokeh { get; set; }Enables bokeh effect.
float depthOfFieldCurrentFocalPointDistance { get; }Read-only: current actual focal distance after autofocus/transitions.
Properties — Vignetting & Effects
bool vignetting { get; set; }Enables vignetting.
float vignettingBlink { get; set; }Blink/close-eyes amount.
bool outline { get; set; }Enables edge outline.
bool nightVision { get; set; }Enables night vision effect.
bool thermalVision { get; set; }Enables thermal vision effect.
bool sunFlares { get; set; }Enables sun flares.
bool lensDirt { get; set; }Enables lens dirt.
bool eyeAdaptation { get; set; }Enables automatic exposure adaptation.
bool chromaticAberration { get; set; }Enables chromatic aberration.
Events
OnBeforeFocusEvent OnBeforeFocus(float currentFocusDistance)Fired before the depth-of-field focus distance is applied. Your handler receives the current focus distance and returns the (optionally modified) distance to use.
// Delegate: float OnBeforeFocusEvent(float currentFocusDistance)
Beautify b = GetComponent<Beautify>();
b.OnBeforeFocus = (float distance) => {
return Mathf.Clamp(distance, 1f, 100f);
};
Methods
void Blink(float duration, float maxValue = 1)Triggers a blink animation (vignette close-open effect).
- duration
- Total blink duration in seconds.
- maxValue
- Maximum vignette value at peak blink (default 1).
void UpdateMaterialProperties()Schedules a material property update. Call after changing multiple properties.
void UpdateMaterialPropertiesNow()Forces an immediate material property update.
Code Examples
using BeautifyEffect;
Beautify b = Beautify.instance;
// Apply a preset
b.preset = BEAUTIFY_PRESET.Strong;
// Custom sharpening
b.sharpen = 5f;
b.sharpenRelaxation = 0.15f;
// Enable bloom
b.bloom = true;
b.bloomIntensity = 1f;
b.bloomThreshold = 0.8f;
// Depth of field with target tracking
b.depthOfField = true;
b.depthOfFieldTargetFocus = playerTransform;
b.depthOfFieldFocusSpeed = 0.3f;
// Blink effect
b.Blink(0.5f);
// Night vision mode
b.nightVision = true;
b.nightVisionColor = Color.green;Suggest an improvement
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