private void InitTexture()
 {
     m_GradientTexture            = new Texture2D(256, 1, TextureFormat.RGBA32, false, false);
     m_GradientTexture.wrapMode   = TextureWrapMode.Clamp;
     m_GradientTexture.filterMode = FilterMode.Bilinear;
     CurveToTextureUtility.GradientToTexture(settings.Gradient, ref m_GradientTexture);
 }
Beispiel #2
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 private void InitTexture()
 {
     m_CurveTexture            = new Texture2D(256, 1, TextureFormat.RGBAHalf, false, true);
     m_CurveTexture.wrapMode   = TextureWrapMode.Clamp;
     m_CurveTexture.filterMode = FilterMode.Bilinear;
     CurveToTextureUtility.CurveToTexture(settings.AlphaCurve, ref m_CurveTexture);
 }
Beispiel #3
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        public override bool Process(int frame)
        {
            if (m_GradientTexture == null)
            {
                InitTexture();
            }

            CurveToTextureUtility.GradientToTexture(settings.Gradient, ref m_GradientTexture);
            Texture inputFrame = InputSequence.RequestFrame(frame).texture;

            m_Material.SetTexture("_MainTex", inputFrame);

            if (settings.ColorSource == RemapColorProcessorSettings.RemapColorSource.sRGBLuminance)
            {
                m_Material.SetFloat("_Mode", 0);
            }
            else if (settings.ColorSource == RemapColorProcessorSettings.RemapColorSource.LinearRGBLuminance)
            {
                m_Material.SetFloat("_Mode", 1);
            }
            else
            {
                m_Material.SetFloat("_Mode", 2);
            }

            m_Material.SetTexture("_Gradient", m_GradientTexture);

            ExecuteShaderAndDump(frame, inputFrame);
            return(true);
        }
        public override bool Process(int frame)
        {
            if (m_GradientTexture == null)
            {
                InitTexture();
            }

            CurveToTextureUtility.GradientToTexture(settings.Gradient, ref m_GradientTexture);
            Texture inputFrame = InputSequence.RequestFrame(frame).texture;

            m_Material.SetTexture("_MainTex", inputFrame);

            m_Material.SetFloat("_Mode", (int)settings.ColorSource);

            m_Material.SetTexture("_Gradient", m_GradientTexture);

            ExecuteShaderAndDump(frame, inputFrame);
            return(true);
        }
        public override bool Process(int frame)
        {
            if (m_GradientTexture == null)
            {
                InitTexture();
            }

            CurveToTextureUtility.GradientToTexture(Gradient, ref m_GradientTexture);
            Texture inputFrame = RequestInputTexture(frame);

            material.SetTexture("_MainTex", inputFrame);

            material.SetFloat("_Mode", (int)ColorSource);

            material.SetTexture("_Gradient", m_GradientTexture);

            ProcessFrame(frame, inputFrame);
            return(true);
        }
Beispiel #6
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        public override bool Process(int frame)
        {
            if (m_CurveTexture == null)
            {
                InitTexture();
            }

            CurveToTextureUtility.CurveToTexture(settings.AlphaCurve, ref m_CurveTexture);
            Texture inputFrame = InputSequence.RequestFrame(frame).texture;

            m_Material.SetTexture("_MainTex", inputFrame);
            m_Material.SetFloat("_Brightness", settings.Brightness);
            m_Material.SetFloat("_Contrast", settings.Contrast);
            m_Material.SetFloat("_Saturation", settings.Saturation);

            m_Material.SetTexture("_AlphaCurve", m_CurveTexture);

            ExecuteShaderAndDump(frame, inputFrame);
            return(true);
        }
        public override bool Process(int frame)
        {
            if (m_CurveTexture == null)
            {
                InitTexture();
            }

            CurveToTextureUtility.CurveToTexture(AlphaCurve, ref m_CurveTexture);
            Texture inputFrame = RequestInputTexture(frame);

            material.SetTexture("_MainTex", inputFrame);
            material.SetFloat("_Brightness", Brightness);
            material.SetFloat("_Contrast", Contrast);
            material.SetFloat("_Saturation", Saturation);

            material.SetTexture("_AlphaCurve", m_CurveTexture);

            ProcessFrame(frame, inputFrame);
            return(true);
        }