public void Start() { try { _camera = Camera.main; _zoomButton = GameObject.Find("ZoomButton").GetComponent <UIMultiStateButton>(); _mainPanel = GameObject.Find("RenderItMainPanel").GetComponent <MainPanel>(); _postProcessingBehaviour = _camera.gameObject.GetComponent <PostProcessingBehaviour>(); if (_postProcessingBehaviour == null) { _postProcessingBehaviour = _camera.gameObject.AddComponent <PostProcessingBehaviour>(); _postProcessingBehaviour.profile = ScriptableObject.CreateInstance <PostProcessingProfile>(); } _postProcessingBehaviour.enabled = true; _antialiasingModel = new AntialiasingModel(); _ambientOcclusionModel = new AmbientOcclusionModel(); _bloomModel = new BloomModel(); _colorGradingModel = new ColorGradingModel(); _renderItAtlas = LoadResources(); CreateUI(); } catch (Exception e) { Debug.Log("[Render It!] ModManager:Start -> Exception: " + e.Message); } }
IEnumerator save_AmbientOcclusion() { yield return(new WaitForEndOfFrame()); for (int a = 0; a < pb.Length; a++) { AmbientOcclusionModel m = pb [a].profile.ambientOcclusion; if (ambientOcclusion.value == 0) { m.enabled = false; PlayerPrefs.SetString("AO", "Off"); } if (ambientOcclusion.value == 1) { m.enabled = true; AmbientOcclusionModel.Settings s = pb [a].profile.ambientOcclusion.settings; s.sampleCount = AmbientOcclusionModel.SampleCount.Lowest; m.settings = s; PlayerPrefs.SetString("AO", "Lowest"); } if (ambientOcclusion.value == 2) { m.enabled = true; AmbientOcclusionModel.Settings s = pb [a].profile.ambientOcclusion.settings; s.sampleCount = AmbientOcclusionModel.SampleCount.Low; m.settings = s; PlayerPrefs.SetString("AO", "Low"); } if (ambientOcclusion.value == 3) { m.enabled = true; AmbientOcclusionModel.Settings s = pb [a].profile.ambientOcclusion.settings; s.sampleCount = AmbientOcclusionModel.SampleCount.Medium; m.settings = s; PlayerPrefs.SetString("AO", "Medium"); } if (ambientOcclusion.value == 4) { m.enabled = true; AmbientOcclusionModel.Settings s = pb [a].profile.ambientOcclusion.settings; s.sampleCount = AmbientOcclusionModel.SampleCount.High; m.settings = s; PlayerPrefs.SetString("AO", "High"); } } }
public override void OnEnable() { base.OnEnable(); ambientOcclusionModel = GetPostEffectModel <AmbientOcclusionModel>(); intensity = ambientOcclusionModel.intensity; radius = ambientOcclusionModel.radius; downsampling = ambientOcclusionModel.downsampling; sampleCount = ambientOcclusionModel.sampleCount; width = ambientOcclusionModel.width; height = ambientOcclusionModel.height; isHdr = ambientOcclusionModel.isHdr; k_BlitShader = ambientOcclusionModel.k_BlitShader; k_Shader = ambientOcclusionModel.k_Shader; }
public void OnEnable() { rendererCamera = Camera.main; isSupported = true; m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); renderTextureFactory = new RenderTextureFactory(); m_Camera = gameObject.GetComponent <Camera>(); PostEffectModelContainer postEffectModel = Resources.Load("PostEffectModelContainer") as PostEffectModelContainer; blurEffect = new BlurEffect(); blurEffect.renderTextureFactory = renderTextureFactory; blurEffectModel = postEffectModel.blurEffectModel; blurEffect.SetPostEffectModel <BlurEffectModel>(blurEffectModel); oldFilmEffect = new OldFilmEffect(); oldFilmEffect.renderTextureFactory = renderTextureFactory; oldFilmEffectModel = postEffectModel.oldFilmEffectModel; oldFilmEffect.SetPostEffectModel <OldFilmEffectModel>(oldFilmEffectModel); nightVisionEffect = new NightVisionEffect(); nightVisionEffect.renderTextureFactory = renderTextureFactory; nightVisionEffectModel = postEffectModel.nightVisionEffectModel; nightVisionEffect.SetPostEffectModel <NightVisionEffectModel>(nightVisionEffectModel); ambientOcclusionEffect = new AmbientOcclusionEffect(); ambientOcclusionEffect.renderTextureFactory = renderTextureFactory; ambientOcclusionModel = postEffectModel.ambientOcclusionModel; ambientOcclusionEffect.SetPostEffectModel(ambientOcclusionModel); postEffectList.Add(blurEffect); postEffectList.Add(oldFilmEffect); postEffectList.Add(nightVisionEffect); postEffectList.Add(ambientOcclusionEffect); for (int i = 0; i < postEffectList.Count; i++) { BasePostEffect postEffect = postEffectList[i]; postEffect.OnEnable(); } CheckResources(); }
public AmbientOcclusionPanel(AmbientOcclusionModel model) { m_model = model; }