Ejemplo n.º 1
0
 private void Awake()
 {
     BeautifyEffect.Beautify beautify = GetComponent <BeautifyEffect.Beautify>();
     if (null != beautify)
     {
         beautify.enabled = true;
     }
 }
Ejemplo n.º 2
0
    public void ApplyUpdates()
    {
#if SPACE_MAIN
        if (_beautify == null)
        {
            _beautify = Camera.main.GetComponent <BeautifyEffect.Beautify>();
        }

        if (_beautify != null)
        {
            _beautify.enabled = enabled;
            _beautify.sharpen = settings.Amount;
        }
#endif
    }
Ejemplo n.º 3
0
 void OnEnable()
 {
     titleColor     = EditorGUIUtility.isProSkin ? new Color(0.52f, 0.66f, 0.9f) : new Color(0.12f, 0.16f, 0.4f);
     _headerTexture = Resources.Load <Texture2D> ("beautifyHeader");
     _effect        = (Beautify)target;
 }
 /// <summary>
 /// Replaces profile settings with current Beautify configuration
 /// </summary>
 public void Save(Beautify b)
 {
     // dither
     dither      = b.dither;
     ditherDepth = b.ditherDepth;
     // sharpen
     sharpenMinDepth           = b.sharpenMinDepth;
     sharpenMaxDepth           = b.sharpenMaxDepth;
     sharpenMinMaxDepthFallOff = b.sharpenMinMaxDepthFallOff;
     sharpen = b.sharpen;
     sharpenDepthThreshold    = b.sharpenDepthThreshold;
     tintColor                = b.tintColor;
     sharpenRelaxation        = b.sharpenRelaxation;
     sharpenClamp             = b.sharpenClamp;
     sharpenMotionSensibility = b.sharpenMotionSensibility;
     // aa
     antialiasStrength       = b.antialiasStrength;
     antialiasDepthThreshold = b.antialiasDepthThreshold;
     // color grading
     saturate   = b.saturate;
     contrast   = b.contrast;
     brightness = b.brightness;
     daltonize  = b.daltonize;
     // vignetting
     vignetting              = b.vignetting;
     vignettingColor         = b.vignettingColor;
     vignettingFade          = b.vignettingFade;
     vignettingCircularShape = b.vignettingCircularShape;
     vignettingMask          = b.vignettingMask;
     vignettingAspectRatio   = b.vignettingAspectRatio;
     vignettingBlink         = b.vignettingBlink;
     // frame
     frame      = b.frame;
     frameColor = b.frameColor;
     frameMask  = b.frameMask;
     // lut
     lut          = b.lut;
     lutTexture   = b.lutTexture;
     lutIntensity = b.lutIntensity;
     // night vision
     nightVision      = b.nightVision;
     nightVisionColor = b.nightVisionColor;
     // outline
     outline      = b.outline;
     outlineColor = b.outlineColor;
     // thermal vision
     thermalVision = b.thermalVision;
     // lens dirt
     lensDirt          = b.lensDirt;
     lensDirtThreshold = b.lensDirtThreshold;
     lensDirtIntensity = b.lensDirtIntensity;
     lensDirtTexture   = b.lensDirtTexture;
     // bloom
     bloom                      = b.bloom;
     bloomCullingMask           = b.bloomCullingMask;
     bloomLayerMaskDownsampling = b.bloomLayerMaskDownsampling;
     bloomIntensity             = b.bloomIntensity;
     bloomMaxBrightness         = b.bloomMaxBrightness;
     bloomBoost0                = b.bloomBoost0;
     bloomBoost1                = b.bloomBoost1;
     bloomBoost2                = b.bloomBoost2;
     bloomBoost3                = b.bloomBoost3;
     bloomBoost4                = b.bloomBoost4;
     bloomBoost5                = b.bloomBoost5;
     bloomAntiflicker           = b.bloomAntiflicker;
     bloomUltra                 = b.bloomUltra;
     bloomThreshold             = b.bloomThreshold;
     bloomCustomize             = b.bloomCustomize;
     bloomWeight0               = b.bloomWeight0;
     bloomWeight1               = b.bloomWeight1;
     bloomWeight2               = b.bloomWeight2;
     bloomWeight3               = b.bloomWeight3;
     bloomWeight4               = b.bloomWeight4;
     bloomWeight5               = b.bloomWeight5;
     bloomBlur                  = b.bloomBlur;
     bloomDepthAtten            = b.bloomDepthAtten;
     bloomLayerZBias            = b.bloomLayerZBias;
     // anamorphic flares
     anamorphicFlares            = b.anamorphicFlares;
     anamorphicFlaresIntensity   = b.anamorphicFlaresIntensity;
     anamorphicFlaresAntiflicker = b.anamorphicFlaresAntiflicker;
     anamorphicFlaresUltra       = b.anamorphicFlaresUltra;
     anamorphicFlaresThreshold   = b.anamorphicFlaresThreshold;
     anamorphicFlaresSpread      = b.anamorphicFlaresSpread;
     anamorphicFlaresVertical    = b.anamorphicFlaresVertical;
     anamorphicFlaresTint        = b.anamorphicFlaresTint;
     anamorphicFlaresBlur        = b.anamorphicFlaresBlur;
     // dof
     depthOfField = b.depthOfField;
     depthOfFieldTransparencySupport             = b.depthOfFieldTransparencySupport;
     depthOfFieldTargetFocus                     = b.depthOfFieldTargetFocus;
     depthOfFieldAutofocus                       = b.depthOfFieldAutofocus;
     depthofFieldAutofocusViewportPoint          = b.depthofFieldAutofocusViewportPoint;
     depthOfFieldAutofocusLayerMask              = b.depthOfFieldAutofocusLayerMask;
     depthOfFieldAutofocusMinDistance            = b.depthOfFieldAutofocusMinDistance;
     depthOfFieldAutofocusMaxDistance            = b.depthOfFieldAutofocusMaxDistance;
     depthOfFieldExclusionLayerMask              = b.depthOfFieldExclusionLayerMask;
     depthOfFieldExclusionLayerMaskDownsampling  = b.depthOfFieldExclusionLayerMaskDownsampling;
     depthOfFieldTransparencySupportDownsampling = b.depthOfFieldTransparencySupportDownsampling;
     depthOfFieldExclusionBias                   = b.depthOfFieldExclusionBias;
     depthOfFieldDistance           = b.depthOfFieldDistance;
     depthOfFieldFocusSpeed         = b.depthOfFieldFocusSpeed;
     depthOfFieldDownsampling       = b.depthOfFieldDownsampling;
     depthOfFieldMaxSamples         = b.depthOfFieldMaxSamples;
     depthOfFieldFocalLength        = b.depthOfFieldFocalLength;
     depthOfFieldAperture           = b.depthOfFieldAperture;
     depthOfFieldForegroundBlur     = b.depthOfFieldForegroundBlur;
     depthOfFieldForegroundBlurHQ   = b.depthOfFieldForegroundBlurHQ;
     depthOfFieldForegroundDistance = b.depthOfFieldForegroundDistance;
     depthOfFieldBokeh                 = b.depthOfFieldBokeh;
     depthOfFieldBokehThreshold        = b.depthOfFieldBokehThreshold;
     depthOfFieldBokehIntensity        = b.depthOfFieldBokehIntensity;
     depthOfFieldMaxBrightness         = b.depthOfFieldMaxBrightness;
     depthOfFieldMaxDistance           = b.depthOfFieldMaxDistance;
     depthOfFieldFilterMode            = b.depthOfFieldFilterMode;
     depthOfFieldTransparencyLayerMask = b.depthOfFieldTransparencyLayerMask;
     // ea
     eyeAdaptation             = b.eyeAdaptation;
     eyeAdaptationMaxExposure  = b.eyeAdaptationMaxExposure;
     eyeAdaptationMinExposure  = b.eyeAdaptationMinExposure;
     eyeAdaptationSpeedToDark  = b.eyeAdaptationSpeedToDark;
     eyeAdaptationSpeedToLight = b.eyeAdaptationSpeedToLight;
     // purkinje
     purkinje                   = b.purkinje;
     purkinjeAmount             = b.purkinjeAmount;
     purkinjeLuminanceThreshold = b.purkinjeLuminanceThreshold;
     // tonemap
     tonemap = b.tonemap;
     // flares
     sunFlares                           = b.sunFlares;
     sunFlaresIntensity                  = b.sunFlaresIntensity;
     sunFlaresSolarWindSpeed             = b.sunFlaresSolarWindSpeed;
     sunFlaresTint                       = b.sunFlaresTint;
     sunFlaresDownsampling               = b.sunFlaresDownsampling;
     sunFlaresSunIntensity               = b.sunFlaresSunIntensity;
     sunFlaresSunDiskSize                = b.sunFlaresSunDiskSize;
     sunFlaresSunRayDiffractionIntensity = b.sunFlaresSunRayDiffractionIntensity;
     sunFlaresSunRayDiffractionThreshold = b.sunFlaresSunRayDiffractionThreshold;
     sunFlaresCoronaRays1Length          = b.sunFlaresCoronaRays1Length;
     sunFlaresCoronaRays1Spread          = b.sunFlaresCoronaRays1Spread;
     sunFlaresCoronaRays1AngleOffset     = b.sunFlaresCoronaRays1AngleOffset;
     sunFlaresCoronaRays1Streaks         = b.sunFlaresCoronaRays1Streaks;
     sunFlaresCoronaRays2Length          = b.sunFlaresCoronaRays2Length;
     sunFlaresCoronaRays2Spread          = b.sunFlaresCoronaRays2Spread;
     sunFlaresCoronaRays2AngleOffset     = b.sunFlaresCoronaRays2AngleOffset;
     sunFlaresCoronaRays2Streaks         = b.sunFlaresCoronaRays2Streaks;
     sunFlaresGhosts1Size                = b.sunFlaresGhosts1Size;
     sunFlaresGhosts1Offset              = b.sunFlaresGhosts1Offset;
     sunFlaresGhosts1Brightness          = b.sunFlaresGhosts1Brightness;
     sunFlaresGhosts2Size                = b.sunFlaresGhosts2Size;
     sunFlaresGhosts2Offset              = b.sunFlaresGhosts2Offset;
     sunFlaresGhosts2Brightness          = b.sunFlaresGhosts2Brightness;
     sunFlaresGhosts3Size                = b.sunFlaresGhosts3Size;
     sunFlaresGhosts3Offset              = b.sunFlaresGhosts3Offset;
     sunFlaresGhosts3Brightness          = b.sunFlaresGhosts3Brightness;
     sunFlaresGhosts4Size                = b.sunFlaresGhosts4Size;
     sunFlaresGhosts4Offset              = b.sunFlaresGhosts4Offset;
     sunFlaresGhosts4Brightness          = b.sunFlaresGhosts4Brightness;
     sunFlaresHaloOffset                 = b.sunFlaresHaloOffset;
     sunFlaresHaloAmplitude              = b.sunFlaresHaloAmplitude;
     sunFlaresHaloIntensity              = b.sunFlaresHaloIntensity;
     sunFlaresRotationDeadZone           = b.sunFlaresRotationDeadZone;
     // blur
     blur          = b.blur;
     blurIntensity = b.blurIntensity;
     // pixelate
     pixelateAmount    = b.pixelateAmount;
     pixelateDownscale = b.pixelateDownscale;
 }
 /// <summary>
 /// Applies profile settings
 /// </summary>
 public void Load(Beautify b)
 {
     // dither
     b.dither      = dither;
     b.ditherDepth = ditherDepth;
     // sharpen
     b.sharpenMinDepth           = sharpenMinDepth;
     b.sharpenMaxDepth           = sharpenMaxDepth;
     b.sharpenMinMaxDepthFallOff = sharpenMinMaxDepthFallOff;
     b.sharpen = sharpen;
     b.sharpenDepthThreshold    = sharpenDepthThreshold;
     b.tintColor                = tintColor;
     b.sharpenRelaxation        = sharpenRelaxation;
     b.sharpenClamp             = sharpenClamp;
     b.sharpenMotionSensibility = sharpenMotionSensibility;
     // aa
     b.antialiasStrength       = antialiasStrength;
     b.antialiasDepthThreshold = antialiasDepthThreshold;
     // color grading
     b.saturate   = saturate;
     b.contrast   = contrast;
     b.brightness = brightness;
     b.daltonize  = daltonize;
     // vignetting
     b.vignetting              = vignetting;
     b.vignettingColor         = vignettingColor;
     b.vignettingFade          = vignettingFade;
     b.vignettingCircularShape = vignettingCircularShape;
     b.vignettingAspectRatio   = vignettingAspectRatio;
     b.vignettingBlink         = vignettingBlink;
     b.vignettingMask          = vignettingMask;
     // frame
     b.frame      = frame;
     b.frameColor = frameColor;
     b.frameMask  = frameMask;
     // lut
     b.lut          = lut;
     b.lutTexture   = lutTexture;
     b.lutIntensity = lutIntensity;
     // night vision
     b.nightVision      = nightVision;
     b.nightVisionColor = nightVisionColor;
     // outline
     b.outline      = outline;
     b.outlineColor = outlineColor;
     // thermal vision
     b.thermalVision = thermalVision;
     // lens dirt
     b.lensDirt          = lensDirt;
     b.lensDirtThreshold = lensDirtThreshold;
     b.lensDirtIntensity = lensDirtIntensity;
     b.lensDirtTexture   = lensDirtTexture;
     // bloom
     b.bloom                      = bloom;
     b.bloomCullingMask           = bloomCullingMask;
     b.bloomLayerMaskDownsampling = bloomLayerMaskDownsampling;
     b.bloomIntensity             = bloomIntensity;
     b.bloomMaxBrightness         = bloomMaxBrightness;
     b.bloomBoost0                = bloomBoost0;
     b.bloomBoost1                = bloomBoost1;
     b.bloomBoost2                = bloomBoost2;
     b.bloomBoost3                = bloomBoost3;
     b.bloomBoost4                = bloomBoost4;
     b.bloomBoost5                = bloomBoost5;
     b.bloomAntiflicker           = bloomAntiflicker;
     b.bloomUltra                 = bloomUltra;
     b.bloomThreshold             = bloomThreshold;
     b.bloomCustomize             = bloomCustomize;
     b.bloomWeight0               = bloomWeight0;
     b.bloomWeight1               = bloomWeight1;
     b.bloomWeight2               = bloomWeight2;
     b.bloomWeight3               = bloomWeight3;
     b.bloomWeight4               = bloomWeight4;
     b.bloomWeight5               = bloomWeight5;
     b.bloomBlur                  = bloomBlur;
     b.bloomDepthAtten            = bloomDepthAtten;
     b.bloomLayerZBias            = bloomLayerZBias;
     // anamorphic flares
     b.anamorphicFlares            = anamorphicFlares;
     b.anamorphicFlaresIntensity   = anamorphicFlaresIntensity;
     b.anamorphicFlaresAntiflicker = anamorphicFlaresAntiflicker;
     b.anamorphicFlaresUltra       = anamorphicFlaresUltra;
     b.anamorphicFlaresThreshold   = anamorphicFlaresThreshold;
     b.anamorphicFlaresSpread      = anamorphicFlaresSpread;
     b.anamorphicFlaresVertical    = anamorphicFlaresVertical;
     b.anamorphicFlaresTint        = anamorphicFlaresTint;
     b.anamorphicFlaresBlur        = anamorphicFlaresBlur;
     // dof
     b.depthOfField = depthOfField;
     b.depthOfFieldTransparencySupport             = depthOfFieldTransparencySupport;
     b.depthOfFieldTargetFocus                     = depthOfFieldTargetFocus;
     b.depthOfFieldAutofocus                       = depthOfFieldAutofocus;
     b.depthofFieldAutofocusViewportPoint          = depthofFieldAutofocusViewportPoint;
     b.depthOfFieldAutofocusLayerMask              = depthOfFieldAutofocusLayerMask;
     b.depthOfFieldAutofocusMinDistance            = depthOfFieldAutofocusMinDistance;
     b.depthOfFieldAutofocusMaxDistance            = depthOfFieldAutofocusMaxDistance;
     b.depthOfFieldExclusionLayerMask              = depthOfFieldExclusionLayerMask;
     b.depthOfFieldExclusionLayerMaskDownsampling  = depthOfFieldExclusionLayerMaskDownsampling;
     b.depthOfFieldTransparencySupportDownsampling = depthOfFieldTransparencySupportDownsampling;
     b.depthOfFieldExclusionBias                   = depthOfFieldExclusionBias;
     b.depthOfFieldDistance           = depthOfFieldDistance;
     b.depthOfFieldFocusSpeed         = depthOfFieldFocusSpeed;
     b.depthOfFieldDownsampling       = depthOfFieldDownsampling;
     b.depthOfFieldMaxSamples         = depthOfFieldMaxSamples;
     b.depthOfFieldFocalLength        = depthOfFieldFocalLength;
     b.depthOfFieldAperture           = depthOfFieldAperture;
     b.depthOfFieldForegroundBlur     = depthOfFieldForegroundBlur;
     b.depthOfFieldForegroundBlurHQ   = depthOfFieldForegroundBlurHQ;
     b.depthOfFieldForegroundDistance = depthOfFieldForegroundDistance;
     b.depthOfFieldBokeh                 = depthOfFieldBokeh;
     b.depthOfFieldBokehThreshold        = depthOfFieldBokehThreshold;
     b.depthOfFieldBokehIntensity        = depthOfFieldBokehIntensity;
     b.depthOfFieldMaxBrightness         = depthOfFieldMaxBrightness;
     b.depthOfFieldMaxDistance           = depthOfFieldMaxDistance;
     b.depthOfFieldFilterMode            = depthOfFieldFilterMode;
     b.depthOfFieldTransparencyLayerMask = depthOfFieldTransparencyLayerMask;
     // ea
     b.eyeAdaptation             = eyeAdaptation;
     b.eyeAdaptationMaxExposure  = eyeAdaptationMaxExposure;
     b.eyeAdaptationMinExposure  = eyeAdaptationMinExposure;
     b.eyeAdaptationSpeedToDark  = eyeAdaptationSpeedToDark;
     b.eyeAdaptationSpeedToLight = eyeAdaptationSpeedToLight;
     // purkinje
     b.purkinje                   = purkinje;
     b.purkinjeAmount             = purkinjeAmount;
     b.purkinjeLuminanceThreshold = purkinjeLuminanceThreshold;
     // tonemap
     b.tonemap = tonemap;
     // flares
     b.sunFlares                           = sunFlares;
     b.sunFlaresIntensity                  = sunFlaresIntensity;
     b.sunFlaresSolarWindSpeed             = sunFlaresSolarWindSpeed;
     b.sunFlaresTint                       = sunFlaresTint;
     b.sunFlaresDownsampling               = sunFlaresDownsampling;
     b.sunFlaresSunIntensity               = sunFlaresSunIntensity;
     b.sunFlaresSunDiskSize                = sunFlaresSunDiskSize;
     b.sunFlaresSunRayDiffractionIntensity = sunFlaresSunRayDiffractionIntensity;
     b.sunFlaresSunRayDiffractionThreshold = sunFlaresSunRayDiffractionThreshold;
     b.sunFlaresCoronaRays1Length          = sunFlaresCoronaRays1Length;
     b.sunFlaresCoronaRays1Spread          = sunFlaresCoronaRays1Spread;
     b.sunFlaresCoronaRays1AngleOffset     = sunFlaresCoronaRays1AngleOffset;
     b.sunFlaresCoronaRays1Streaks         = sunFlaresCoronaRays1Streaks;
     b.sunFlaresCoronaRays2Length          = sunFlaresCoronaRays2Length;
     b.sunFlaresCoronaRays2Spread          = sunFlaresCoronaRays2Spread;
     b.sunFlaresCoronaRays2AngleOffset     = sunFlaresCoronaRays2AngleOffset;
     b.sunFlaresCoronaRays2Streaks         = sunFlaresCoronaRays2Streaks;
     b.sunFlaresGhosts1Size                = sunFlaresGhosts1Size;
     b.sunFlaresGhosts1Offset              = sunFlaresGhosts1Offset;
     b.sunFlaresGhosts1Brightness          = sunFlaresGhosts1Brightness;
     b.sunFlaresGhosts2Size                = sunFlaresGhosts2Size;
     b.sunFlaresGhosts2Offset              = sunFlaresGhosts2Offset;
     b.sunFlaresGhosts2Brightness          = sunFlaresGhosts2Brightness;
     b.sunFlaresGhosts3Size                = sunFlaresGhosts3Size;
     b.sunFlaresGhosts3Offset              = sunFlaresGhosts3Offset;
     b.sunFlaresGhosts3Brightness          = sunFlaresGhosts3Brightness;
     b.sunFlaresGhosts4Size                = sunFlaresGhosts4Size;
     b.sunFlaresGhosts4Offset              = sunFlaresGhosts4Offset;
     b.sunFlaresGhosts4Brightness          = sunFlaresGhosts4Brightness;
     b.sunFlaresHaloOffset                 = sunFlaresHaloOffset;
     b.sunFlaresHaloAmplitude              = sunFlaresHaloAmplitude;
     b.sunFlaresHaloIntensity              = sunFlaresHaloIntensity;
     b.sunFlaresRotationDeadZone           = sunFlaresRotationDeadZone;
     // blur
     b.blur          = blur;
     b.blurIntensity = blurIntensity;
     // pixelate
     b.pixelateAmount    = pixelateAmount;
     b.pixelateDownscale = pixelateDownscale;
 }