protected override void OnEnable() { ClientComponentLightingRenderer.AdditionalAmbientLight += AdditionalAmbientLight; ClientComponentLightingRenderer.AdditionalAmbightLightAdditiveFraction += AdditionalAmbientLightAdditiveFraction; this.postEffectNightVision = ClientPostEffectsManager.Add <NightVisionPostEffect>(); this.postEffectNightVision.Order = PostEffectsOrder.Devices; this.postEffectBloom = ClientPostEffectsManager.Add <BloomPostEffect>(); this.postEffectBloom.Setup(BloomSettings); this.postEffectBloom.Order = this.postEffectNightVision.Order - 1; }
protected override void OnEnable() { this.postEffectNightVision = ClientPostEffectsManager.Add <NightVisionPostEffect>(); this.postEffectNightVision.Order = PostEffectsOrder.Devices; this.postEffectNightVision.EffectResource = this.EffectResource; this.postEffectBloom = ClientPostEffectsManager.Add <BloomPostEffect>(); this.postEffectBloom.Setup(BloomSettings); this.postEffectBloom.Order = this.postEffectNightVision.Order - 1; this.postEffectNightVision.IsSuppressed = true; this.postEffectBloom.IsSuppressed = true; }
public override void ClientInitialize() { ClientPostEffectsManager.Initialize(); //ClientPostEffectsManager.Add<BloomPostEffect>() // .Setup(BloomSettings.PresetSettings[0]); // //var blur = ClientPostEffectsManager.Add<BlurPostEffect>(); //blur.RenderTextureDownsampling = 1; //blur.BlurAmountVertical = blur.BlurAmountHorizontal = 1; // //ClientPostEffectsManager.Add<PostEffectRadiation>() // .Intensity = 1; Client.Scene .CreateSceneObject(nameof(ClientTimeOfDayVisualComponent)) .AddComponent <ClientTimeOfDayVisualComponent>() .Initialize(); }
protected override void OnEnable() { this.postEffect = ClientPostEffectsManager.Add <PostEffectNausea>(); this.postEffect.Intensity = this.currentIntensity = 0; }
public void Initialize() { this.colorGrading = ClientPostEffectsManager.Add <ColorGradingPostEffect2LutWithLightmap>(); this.Update(0); }
protected override void OnEnable() { this.postEffect = ClientPostEffectsManager.Add <PostEffectPragmiumSourceExplosion>(); this.postEffect.Intensity = this.postEffectIntensityMultiplier = 0; }