public void Start() { fxRes = GetComponent<IndieEffects>(); blurMat = new Material(shader); previousViewProjectionMatrix = fxRes.DepthCam.camera.projectionMatrix * fxRes.DepthCam.camera.worldToCameraMatrix; }
public void Start() { fxRes = GetComponent <IndieEffects>(); blurMat = new Material(shader); previousViewProjectionMatrix = fxRes.DepthCam.camera.projectionMatrix * fxRes.DepthCam.camera.worldToCameraMatrix; }
private void OnPostRender() { float ar = (Screen.width * 1f) / (Screen.height * 1f); fisheyeMaterial.SetVector("intensity", new Vector4(strengthX * ar * ONE_OVER_BASE_SIZE, strengthY * ONE_OVER_BASE_SIZE, strengthX * ar * ONE_OVER_BASE_SIZE, strengthY * ONE_OVER_BASE_SIZE)); IndieEffects.FullScreenQuad(fisheyeMaterial); }
public void Start() { fxRes = GetComponent <IndieEffects>(); newTex = new Texture2D(fxRes.textureSize, fxRes.textureSize, TextureFormat.RGB24, false); newTex.wrapMode = TextureWrapMode.Clamp; bloomMat = new Material(bloomShader); }
public void OnPostRender() { DOFMat.SetTexture("_MainTex", fxRes.RT); DOFMat.SetTexture("_Depth", fxRes.DNBuffer); DOFMat.SetFloat("_FStop", FStop * 10); DOFMat.SetFloat("_Amount", BlurAmount); IndieEffects.FullScreenQuad(DOFMat); }
public void OnGUI() { bloomMat.SetFloat("_Threshold", threshold); bloomMat.SetFloat("_Amount", amount); bloomMat.SetTexture("_MainTex", fxRes.RT); bloomMat.SetTexture("_BlurTex", fxRes.RT); IndieEffects.FullScreenQuad(bloomMat); }
public void OnPostRender() { float oneOverBaseSize = 80.0f / 512.0f; float ar = (Screen.width * 1.0f) / (Screen.height * 1.0f); fisheyeMaterial.SetVector("intensity", new Vector4(strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize)); IndieEffects.FullScreenQuad(fisheyeMaterial); }
private void OnPostRender() { IndieEffects.FullScreenQuad(sampleMat); RadialBlurQuad1(sampleMat); RadialBlurQuad2(sampleMat); RadialBlurQuad3(sampleMat); RadialBlurQuad4(sampleMat); RadialBlurQuad5(sampleMat); RadialBlurQuad6(sampleMat); }
public void Start() { fxRes = GetComponent <IndieEffects>(); mat = new Material(shader); mat.SetColor("_Lift", Lift); mat.SetFloat("_LiftB", Mathf.Clamp(LiftBright, 0f, 2f)); mat.SetColor("_Gamma", Gamma); mat.SetFloat("_GammaB", Mathf.Clamp(GammaBright, 0f, 2f)); mat.SetColor("_Gain", Gain); mat.SetFloat("_GainB", Mathf.Clamp(GainBright, 0f, 2f)); }
public void Start() { fxRes = GetComponent<IndieEffects>(); mat = new Material(shader); mat.SetColor("_Lift", Lift); mat.SetFloat("_LiftB", Mathf.Clamp(LiftBright, 0f, 2f)); mat.SetColor("_Gamma", Gamma); mat.SetFloat("_GammaB", Mathf.Clamp(GammaBright, 0f, 2f)); mat.SetColor("_Gain", Gain); mat.SetFloat("_GainB", Mathf.Clamp(GainBright, 0f, 2f)); }
public void Start() { fxRes = gameObject.GetComponent <IndieEffects>(); materialFXAAPreset2 = new Material(shaderFXAAPreset2); materialFXAAPreset3 = new Material(shaderFXAAPreset3); materialFXAAII = new Material(shaderFXAAII); materialFXAAIII = new Material(shaderFXAAIII); nfaa = new Material(nfaaShader); ssaa = new Material(ssaaShader); dlaa = new Material(dlaaShader); }
public void OnPostRender() { Matrix4x4 viewProjection = camera.projectionMatrix * camera.worldToCameraMatrix; //vector map generation Matrix4x4 inverseViewProjection = viewProjection.inverse; blurMat.SetMatrix("_inverseViewProjectionMatrix", inverseViewProjection); blurMat.SetMatrix("_previousViewProjectionMatrix", previousViewProjectionMatrix); blurMat.SetFloat("_intensity", intensity); blurMat.SetTexture("_MainTex", fxRes.RT); blurMat.SetTexture("_Depth", fxRes.DNBuffer); IndieEffects.FullScreenQuad(blurMat); previousViewProjectionMatrix = viewProjection; }
private void OnPostRender() { tex.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0); tex.Apply(); float tmpOffset = Mathf.Clamp(offset, 0.0f, 10.0f); mat.SetFloat("_OffsetScale", tmpOffset); float tmpAmount = Mathf.Clamp(amount, 0.0f, 10.0f); mat.SetFloat("_Amount", tmpAmount); IndieEffects.FullScreenQuad(mat); }
private void OnPostRender() { // ............................................................................. // FXAA antialiasing modes ..................................................... if (mode == AAMode.FXAA3Console && (materialFXAAIII != null)) { materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin); materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold); materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness); IndieEffects.FullScreenQuad(materialFXAAIII); } else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null)) { IndieEffects.FullScreenQuad(materialFXAAPreset3); } else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null) { IndieEffects.renderTexture.anisoLevel = 4; IndieEffects.FullScreenQuad(materialFXAAPreset2); IndieEffects.renderTexture.anisoLevel = 0; } else if (mode == AAMode.FXAA2 && materialFXAAII != null) { IndieEffects.FullScreenQuad(materialFXAAII); } else if (mode == AAMode.SSAA && ssaa != null) { // ............................................................................. // SSAA antialiasing ........................................................... IndieEffects.FullScreenQuad(ssaa); } else if (mode == AAMode.DLAA && dlaa != null) { // ............................................................................. // DLAA antialiasing ........................................................... IndieEffects.renderTexture.anisoLevel = 0; IndieEffects.FullScreenQuad(dlaa); IndieEffects.FullScreenQuad(dlaa); } else if (mode == AAMode.NFAA && nfaa != null) { // ............................................................................. // nfaa antialiasing .............................................. IndieEffects.renderTexture.anisoLevel = 0; nfaa.SetFloat("_OffsetScale", offsetScale); nfaa.SetFloat("_BlurRadius", blurRadius); IndieEffects.FullScreenQuad(nfaa); } else { // none of the AA is supported, fallback to a simple blit IndieEffects.FullScreenQuad(null); } }
private void OnPostRender() { IndieEffects.FullScreenQuad(DOFMat); texmonitor = _Depth.DepthTex; }
public void OnPostRender() { IndieEffects.FullScreenQuad(materialAO); }
public void Start() { fxRes = GetComponent <IndieEffects>(); materialAO = new Material(shaderAO); }
public void Start() { fxRes = GetComponent<IndieEffects>(); blurMat = new Material(blurShader); }
public void Start() { fxRes = GetComponent<IndieEffects>(); DOFMat = new Material(shader); }
public void Start() { fxRes = GetComponent<IndieEffects>(); materialAO = new Material (shaderAO); }
public void OnPostRender() { chromMat.SetTexture("_MainTex", fxRes.RT); chromMat.SetTexture("_Vignette", vignette); IndieEffects.FullScreenQuad(chromMat); }
public void Start() { fxRes = GetComponent <IndieEffects>(); blurMat = new Material(outlineShader); }
public void OnPostRender() { IndieEffects.FullScreenQuad(blurMat); }
public void Start() { fxRes = GetComponent <IndieEffects>(); chromMat = new Material(shader); }
private void OnPostRender() { IndieEffects.FullScreenQuad(ThermoMat); }
private void OnPostRender() { IndieEffects.FullScreenQuadPass(materialAO, 0); materialAO.SetTexture("_MainTex", mainTex); IndieEffects.FullScreenQuadPass(materialAO, 1); }
public void Start() { fxRes = GetComponent <IndieEffects>(); fisheyeMaterial = new Material(fishEyeShader); }
private void OnPostRender() { IndieEffects.FullScreenQuad(bloomMat); }
public void Start() { fxRes = gameObject.GetComponent<IndieEffects>(); materialFXAAPreset2 = new Material (shaderFXAAPreset2); materialFXAAPreset3 = new Material (shaderFXAAPreset3); materialFXAAII = new Material (shaderFXAAII); materialFXAAIII = new Material (shaderFXAAIII); nfaa = new Material (nfaaShader); ssaa = new Material (ssaaShader); dlaa = new Material (dlaaShader); }