Beispiel #1
0
    //C#调用JS脚本范例
    void Update()
    {
        //调用卡通渲染官方脚本,将其定义为c
        EdgeDetectEffectNormals c = (EdgeDetectEffectNormals)gameObject.GetComponent("EdgeDetectEffectNormals");

        //修改卡通渲染脚本中的一个数值
        c.edgesOnly = 0.5f;
    }
 public static void InitMemberByInstance(EdgeDetectEffectNormals ed)
 {
     mode = ed.mode;
     sensitivityNormals = ed.sensitivityNormals;
     sensitivityDepth   = ed.sensitivityDepth;
     sampleDist         = ed.sampleDist;
     lumThreshhold      = ed.lumThreshhold;
     edgeExp            = ed.edgeExp;
     edgesOnly          = ed.edgesOnly;
     edgesOnlyBgColor   = ed.edgesOnlyBgColor;
 }
        static EdgeDetectDef()
        {
            if (edgeDetectEffect == null)
            {
                edgeDetectEffect = Util.GetComponentVar <EdgeDetectEffectNormals, EdgeDetectDef>(edgeDetectEffect);
            }

            mode = EdgeDetectMode.SobelDepthThin;
            sensitivityNormals = 1f;
            sensitivityDepth   = 1f;
            sampleDist         = 1f;
            lumThreshhold      = 0.2f;
            edgeExp            = 1f;
            edgesOnly          = 0f;
            edgesOnlyBgColor   = Color.white;
        }
    void Refresh()
    {
        parser.Clear();
        if (parser.DoesExist(IniFiles.CONFIG))
        {
            parser.Load(IniFiles.CONFIG);
        }
        else
        {
            gs.Create();
            parser.Load(IniFiles.CONFIG);
        }

        DepthOfField34          dof      = gameObject.GetComponent <DepthOfField34>();
        Bloom                   blf      = gameObject.GetComponent <Bloom>();
        AmbientObscurance       ssao     = gameObject.GetComponent <AmbientObscurance>();
        SunShafts               sunshaft = gameObject.GetComponent <SunShafts>();
        NoiseAndGrain           nag      = gameObject.GetComponent <NoiseAndGrain>();
        EdgeDetectEffectNormals edn      = gameObject.GetComponent <EdgeDetectEffectNormals>();
        Vignetting              vig      = gameObject.GetComponent <Vignetting>();

        if (bool.Parse(parser.Get("fx_enable")))
        {
            if (bool.Parse(parser.Get("fx_dof")))
            {
                dof.enabled    = true;
                dof.resolution = DofResolution.High;
                dof.quality    = bool.Parse(parser.Get("fx_dof_foreground")) ? Dof34QualitySetting.BackgroundAndForeground : Dof34QualitySetting.OnlyBackground;
                dof.bokeh      = bool.Parse(parser.Get("fx_dof_bokeh")) ? true : false;

                dof.focalPoint = float.Parse(parser.Get("fx_dof_focaldistance"));
                dof.smoothness = float.Parse(parser.Get("fx_dof_smoothness"));
                dof.focalSize  = float.Parse(parser.Get("fx_dof_focalSize"));

                dof.visualize = bool.Parse(parser.Get("fx_dof_visualizeFocus"));

                switch (parser.Get("fx_dof_blurriness"))
                {
                case "0":
                    dof.bluriness = DofBlurriness.Low;
                    break;

                case "1":
                    dof.bluriness = DofBlurriness.High;
                    break;

                case "2":
                    dof.bluriness = DofBlurriness.VeryHigh;
                    break;

                default:
                    dof.bluriness = DofBlurriness.High;
                    break;
                }

                dof.maxBlurSpread         = float.Parse(parser.Get("fx_dof_blurSpread"));
                dof.foregroundBlurExtrude = float.Parse(parser.Get("fx_dof_foregroundSize"));

                switch (parser.Get("fx_dof_bokeh_destination"))
                {
                case "0":
                    dof.bokehDestination = BokehDestination.Background;
                    break;

                case "1":
                    dof.bokehDestination = BokehDestination.BackgroundAndForeground;
                    break;

                case "2":
                    dof.bokehDestination = BokehDestination.Foreground;
                    break;

                default:
                    dof.bokehDestination = BokehDestination.Background;
                    break;
                }

                dof.bokehIntensity           = float.Parse(parser.Get("fx_dof_bokeh_intensity"));
                dof.bokehThreshholdLuminance = float.Parse(parser.Get("fx_dof_bokeh_minLuminance"));
                dof.bokehThreshholdContrast  = float.Parse(parser.Get("fx_dof_bokeh_minContrast"));
                dof.bokehDownsample          = int.Parse(parser.Get("fx_dof_bokeh_DownSample"));
                dof.bokehScale = float.Parse(parser.Get("fx_dof_bokeh_sizeScale"));
            }
            else
            {
                dof.enabled = false;
            }

            // SSAO

            if (bool.Parse(parser.Get("fx_SSAO")))
            {
                ssao.enabled            = true;
                ssao.intensity          = float.Parse(parser.Get("fx_SSAO_intensity"));
                ssao.radius             = float.Parse(parser.Get("fx_SSAO_radius"));
                ssao.blurIterations     = int.Parse(parser.Get("fx_SSAO_blurIterations"));
                ssao.blurFilterDistance = float.Parse(parser.Get("fx_SSAO_blurFilterDistance"));
                ssao.downsample         = int.Parse(parser.Get("fx_SSAO_downsample"));
            }
            else
            {
                ssao.enabled = false;
            }

            // NOISE GRAIN

            nag.enabled             = bool.Parse(parser.Get("fx_noisegrain")) ? true : false;
            nag.intensityMultiplier = float.Parse(parser.Get("fx_noisegrain_intensity"));

            // BLOOM

            if (bool.Parse(parser.Get("fx_bloom")))
            {
                blf.enabled = true;

                switch (parser.Get("fx_bloom_quality"))
                {
                case "0":
                    blf.quality = Bloom.BloomQuality.Cheap;
                    break;

                case "1":
                    blf.quality = Bloom.BloomQuality.High;
                    break;

                default:
                    blf.quality = Bloom.BloomQuality.High;
                    break;
                }

                switch (parser.Get("fx_bloom_mode"))
                {
                case "0":
                    blf.tweakMode = Bloom.TweakMode.Basic;
                    break;

                case "1":
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;

                default:
                    blf.tweakMode = Bloom.TweakMode.Complex;
                    break;
                }

                switch (parser.Get("fx_bloom_blendMode"))
                {
                case "0":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Screen;
                    break;

                case "1":
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;

                default:
                    blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add;
                    break;
                }

                blf.hdr                 = bool.Parse(parser.Get("fx_bloom_hdr")) ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Off;
                blf.bloomIntensity      = float.Parse(parser.Get("fx_bloom_intensity"));
                blf.bloomThreshhold     = float.Parse(parser.Get("fx_bloom_threshhold"));
                blf.bloomBlurIterations = int.Parse(parser.Get("fx_bloom_blurIterations"));
                blf.blurWidth           = float.Parse(parser.Get("fx_bloom_sampleDistance"));

                switch (parser.Get("fx_bloom_lensFlareMode"))
                {
                case "0":
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;

                case "1":
                    blf.lensflareMode = Bloom.LensFlareStyle.Anamorphic;
                    break;

                case "2":
                    blf.lensflareMode = Bloom.LensFlareStyle.Combined;
                    break;

                default:
                    blf.lensflareMode = Bloom.LensFlareStyle.Ghosting;
                    break;
                }

                blf.lensflareIntensity  = float.Parse(parser.Get("fx_bloom_LFlocalIntensity"));
                blf.lensflareThreshhold = float.Parse(parser.Get("fx_bloom_LFthreshhold"));
            }
            else
            {
                blf.enabled = false;
            }

            // Sunshafts

            if (bool.Parse(parser.Get("fx_sunshaft")))
            {
                sunshaft.enabled         = true;
                sunshaft.useDepthTexture = bool.Parse(parser.Get("fx_sunshaft_zBuffer"));

                switch (parser.Get("fx_sunshaft_resolution"))
                {
                case "0":
                    sunshaft.resolution = SunShaftsResolution.Low;
                    break;

                case "1":
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;

                case "2":
                    sunshaft.resolution = SunShaftsResolution.High;
                    break;

                default:
                    sunshaft.resolution = SunShaftsResolution.Normal;
                    break;
                }

                switch (parser.Get("fx_sunshaft_blendMode"))
                {
                case "0":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Add;
                    break;

                case "1":
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;

                default:
                    sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen;
                    break;
                }

                sunshaft.maxRadius            = float.Parse(parser.Get("fx_sunshaft_distFalloff"));
                sunshaft.sunShaftBlurRadius   = float.Parse(parser.Get("fx_sunshaft_blurSize"));
                sunshaft.radialBlurIterations = int.Parse(parser.Get("fx_sunshaft_blurIterations"));
                sunshaft.sunShaftIntensity    = float.Parse(parser.Get("fx_sunshaft_intensity"));
                sunshaft.useSkyBoxAlpha       = float.Parse(parser.Get("fx_sunshaft_alphaMask"));
            }
            else
            {
                sunshaft.enabled = false;
            }

            // Edge detect

            edn.enabled = bool.Parse(parser.Get("fx_edgeDetect")) ? true : false;

            // Vignetting

            if (bool.Parse(parser.Get("fx_vignetting")))
            {
                vig.enabled             = true;
                vig.intensity           = float.Parse(parser.Get("fx_vignetting_intensity"));
                vig.blurSpread          = float.Parse(parser.Get("fx_vignetting_blurredCornors"));
                vig.chromaticAberration = float.Parse(parser.Get("fx_vignetting_aberration"));
            }
            else
            {
                vig.enabled = false;
            }
        }
        else
        {
            dof.enabled      = false;
            ssao.enabled     = false;
            nag.enabled      = false;
            blf.enabled      = false;
            sunshaft.enabled = false;
            edn.enabled      = false;
            vig.enabled      = false;
        }
    }
Beispiel #5
0
 void Awake()
 {
     edge = GetComponent<EdgeDetectEffectNormals>();
 }
Beispiel #6
0
 void Awake()
 {
     edge = GetComponent <EdgeDetectEffectNormals>();
 }