public static void SetLightColor(LightMappedEffect effect, Color outside, Color minOut) { //return; effect.OutsideDark = minOut.ToVector4(); var avg = (minOut.R + minOut.G + minOut.B) / (255 * 3f); var minAvg = new Vector2(avg, 1 / (1 - avg)); if (float.IsInfinity(minAvg.Y)) { minAvg.Y = 1; } effect.MinAvg = minAvg; }
public static void LoadEffects(bool reload) { _2DWorldBatchEffect = new WorldBatchEffect(ContentManager.Load <Effect>("Effects/2DWorldBatch" + EffectSuffix)); Grad2DEffect = new GradEffect(ContentManager.Load <Effect>("Effects/gradpoly2D")); Light2DEffect = new LightMap2DEffect(ContentManager.Load <Effect>("Effects/LightMap2D")); GrassEffect = new GrassEffect(ContentManager.Load <Effect>("Effects/GrassShader" + EffectSuffix)); RCObject = new RCObjectEffect(ContentManager.Load <Effect>("Effects/RCObject" + EffectSuffix)); SSAA = ContentManager.Load <Effect>("Effects/SSAA"); SpriteEffect = new Effects.SpriteEffect(ContentManager.Load <Effect>("Effects/SpriteEffects" + EffectSuffix)); ParticleEffect = new LightMappedEffect(ContentManager.Load <Effect>("Effects/ParticleShader")); AvatarEffect = new LightMappedEffect(ContentManager.Load <Effect>("Effects/Vitaboy" + EffectSuffix)); Files.RC.Utils.DepthTreatment.SpriteEffect = SpriteEffect; LightEffects = new List <LightMappedEffect>() { _2DWorldBatchEffect, GrassEffect, RCObject, ParticleEffect, AvatarEffect }; }