Beispiel #1
0
    void Start()
    {
        m_cam = Camera.main;
        m_sunShafts = m_cam.GetComponent<SunShafts>();
        m_bloom = m_cam.GetComponent<Bloom>();
        m_motionBlur = m_cam.GetComponent<CameraMotionBlur>();
        m_antiAliasing = m_cam.GetComponent<AntiAliasing>();
        m_colorGrading = m_cam.GetComponent<TonemappingColorGrading>();

        m_defaultGrading = m_colorGrading.colorGrading;

        GameController.GameOver += OnGameOver;
    }
Beispiel #2
0
    private void AddImageEffects()
    {
        for (int i = 0; i < RaceSettings.ships.Count; ++i) {
            if (RaceSettings.ships[i].cam != null) {

                // bloom
                //Kino.Bloom bloom = RaceSettings.ships[i].cam.gameObject.AddComponent<Kino.Bloom>();
                //bloom.radius = 1.0f;

                UnityStandardAssets.ImageEffects.Bloom bloom = RaceSettings.ships[i].cam.gameObject.AddComponent<UnityStandardAssets.ImageEffects.Bloom>();
                bloom.tweakMode = UnityStandardAssets.ImageEffects.Bloom.TweakMode.Complex;
                bloom.bloomIntensity = 1f;// 0.1f;
                bloom.bloomThreshold = 4;
                bloom.bloomThresholdColor = new Color(0, 255, 202, 255);
                bloom.bloomBlurIterations = 1;
                bloom.sepBlurSpread = 4.09f;
                bloom.lensFlareShader = Shader.Find("Hidden/LensFlareCreate");
                bloom.screenBlendShader = Shader.Find("Hidden/BlendForBloom");
                bloom.blurAndFlaresShader = Shader.Find("Hidden/BlurAndFlares");
                bloom.brightPassFilterShader = Shader.Find("Hidden/BrightPassFilter2");
                //bloom.blurAndFlaresShader
                ppBlooms.Add(bloom);

                // fxaa
                AntiAliasingManager aa = RaceSettings.ships[i].cam.gameObject.AddComponent<AntiAliasingManager>();
                ppAA.Add(aa);

                // ao
                AmbientOcclusion ao = RaceSettings.ships[i].cam.gameObject.AddComponent<AmbientOcclusion>();
                ao.settings.intensity = 1f;
                ao.settings.radius = 0.3f;
                ppAO.Add(ao);

                // tonemapping
                TonemappingColorGrading tm = RaceSettings.ships[i].cam.gameObject.AddComponent<TonemappingColorGrading>();
                TonemappingColorGrading.ColorGradingSettings settings = new TonemappingColorGrading.ColorGradingSettings();
                settings.basics.temperatureShift = 0.3f;
                settings.basics.saturation = 1f;
                settings.basics.value = 1f;
                settings.basics.gain = 1.5f;

                tm.colorGrading = settings;

                //tm.tonemapper = Shader.Find("Hidden/Tonemapper");
                //tm.type = Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite;
                ppTonemapping.Add(tm);

                // Dynamic Resolution
                DynamicResolution dr = RaceSettings.ships[i].cam.gameObject.AddComponent<DynamicResolution>();
                ppDynamicResolution.Add(dr);

                //CameraMotionBlur cmb = RaceSettings.ships[i].cam.gameObject.AddComponent<CameraMotionBlur>();
                //cmb.
            }
        }
    }