private void OnPreRender() { if (!gameObject.activeSelf || !enabled) { return; } if (glowTexture != null) { RenderTexture.ReleaseTemporary(glowTexture); glowTexture = null; } if (GlowType == MKGlowType.Selective) { glowTexture = RenderTexture.GetTemporary((int)((GetComponent <Camera>().pixelWidth) / samples), (int)((GetComponent <Camera>().pixelHeight) / samples), 16, RenderTextureFormat.Default); SetupGlowCamera(); SetupKeywords(); GlowCamera.RenderWithShader(glowRenderShader, "RenderType"); } else { if (GlowCamera) { DestroyImmediate(GlowCamera); } if (GlowCameraObject) { DestroyImmediate(GlowCameraObject); } } BlurMaterial.color = new Color(fullScreenGlowTint.r, fullScreenGlowTint.g, fullScreenGlowTint.b, glowIntensity); }
private void SetupGlowCamera() { GlowCamera.CopyFrom(this.GetComponent <Camera>()); GlowCamera.clearFlags = CameraClearFlags.SolidColor; GlowCamera.rect = new Rect(0, 0, 1, 1); GlowCamera.backgroundColor = new Color(0, 0, 0, 0); GlowCamera.cullingMask = GlowRenderLayer; GlowCamera.targetTexture = this.m_GlowTexture; }
private void SetupGlowCamera() { GlowCamera.CopyFrom(GetComponent <Camera>()); GlowCamera.clearFlags = CameraClearFlags.SolidColor; GlowCamera.rect = new Rect(0, 0, 1, 1); GlowCamera.backgroundColor = new Color(0, 0, 0, 0); GlowCamera.cullingMask = glowLayer; GlowCamera.targetTexture = glowTexture; if (GlowCamera.actualRenderingPath != RenderingPath.VertexLit) { GlowCamera.renderingPath = RenderingPath.VertexLit; } }
void Update() { if (!GlowCamera.GlowMenuActive()) { if (Input.GetMouseButton(0)) { if (Time.time >= NextFireTime) { Instantiate(LaserPrefab, transform.position, transform.rotation); GetComponent <AudioSource>().PlayOneShot(LaserShootClip); NextFireTime = Time.time + FireRate; } } } }
void Update() { if (GlowCamera.GlowMenuActive()) { return; } sensitivityX = 3; sensitivityY = 3; Quaternion yQuaternion; Quaternion xQuaternion; if (axes == RotationAxes.MouseXAndY) { // Read the mouse input axis rotationX += Input.GetAxis("Mouse X") * sensitivityX; rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationX = ClampAngle(rotationX, minimumX, maximumX); rotationY = ClampAngle(rotationY, minimumY, maximumY); xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left); transform.localRotation = originalRotation * xQuaternion * yQuaternion; } else if (axes == RotationAxes.MouseX) { rotationX += Input.GetAxis("Mouse X") * sensitivityX; rotationX = ClampAngle(rotationX, minimumX, maximumX); xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up); transform.localRotation = originalRotation * xQuaternion; } else { rotationY += Input.GetAxis("Mouse Y") * sensitivityY; rotationY = ClampAngle(rotationY, minimumY, maximumY); yQuaternion = Quaternion.AngleAxis(rotationY, Vector3.left); transform.localRotation = originalRotation * yQuaternion; } }
private void OnPreRender() { if (!gameObject.activeSelf || !this.enabled) { return; } if (m_GlowTexture != null) { RenderTexture.ReleaseTemporary(m_GlowTexture); m_GlowTexture = null; } if (GlowType == MKGlowType.Selective) { m_GlowTexture = RenderTexture.GetTemporary((int)((this.GetComponent <Camera>().pixelWidth) / CalculateSamples(ref m_GlowResolution)), (int)((this.GetComponent <Camera>().pixelHeight) / CalculateSamples(ref m_GlowResolution)), 16); SetupGlowCamera(); SetupKeywords(); if (GlowCamera.actualRenderingPath != RenderingPath.VertexLit) { GlowCamera.renderingPath = RenderingPath.VertexLit; } GlowCamera.RenderWithShader(this.m_GlowRenderShader, "RenderType"); } else { if (GlowCamera) { DestroyImmediate(GlowCamera); } if (GlowCameraObject) { DestroyImmediate(GlowCameraObject); } } Mathf.Clamp(BlurSpread, 0.2f, 2f); Mathf.Clamp(BlurIterations, 0, 11); Mathf.Clamp(BlurOffset, 0.0f, 4.0f); Mathf.Clamp(Samples, 2, 16); Mathf.Clamp(GlowIntensity, 0f, 1f); }
void Update() { if (GlowCamera.GlowMenuActive()) { return; } if (grounded) { CANJUMP = true; } else { CANJUMP = false; } if (grounded) { moveDirection = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); moveDirection = transform.TransformDirection(moveDirection); moveDirection *= speed; if (Input.GetButton("Jump")) { moveDirection.y = jumpSpeed; } } else { moveDirection.y -= gravity * Time.deltaTime; } var flags = controller.Move(moveDirection * Time.deltaTime); grounded = (flags & CollisionFlags.CollidedBelow) != 0; }