Ejemplo n.º 1
0
        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;
        }
Ejemplo n.º 2
0
        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
            };
        }