protected override void Awake() { base.Awake(); vignetting = GameObject.Find("_camera-back").GetComponent <Vignetting>(); vignetting.blur = 50; vignetting.blurSpread = 50; contrast = GameObject.Find("_camera-back").GetComponent <ContrastEnhance>(); }
protected override void Awake() { base.Awake(); vignetting = GameObject.Find("_camera-back").GetComponent<Vignetting>(); vignetting.blur = 50; vignetting.blurSpread = 50; contrast = GameObject.Find("_camera-back").GetComponent<ContrastEnhance>(); }
static ContrastDef() { if (contrastEffect == null) { contrastEffect = Util.GetComponentVar <ContrastEnhance, ContrastDef>(contrastEffect); } intensity = 0.5f; threshhold = 0f; blurSpread = 1f; }
// Use this for initialization void Start() { _SSAO = GetComponent <ScreenSpaceAmbientOcclusion> (); PlayerPrefs.SetInt("SSAO", 0); _CE = GetComponent <ContrastEnhance> (); PlayerPrefs.SetInt("CE", 0); _Bloom = GetComponent <BloomOptimized> (); PlayerPrefs.SetInt("Bloom", 0); _Vignette = GetComponent <VignetteAndChromaticAberration> (); PlayerPrefs.SetInt("Vignette", 0); }
public static void CheckToggleSaturationCorrection() { GameObject obj2 = GameObject.FindWithTag("MainCamera"); if (obj2 != null) { if (Input.GetKeyUp(KeyCode.F12)) { isF12KeyDown = false; } if (!isF12KeyDown && Input.GetKeyDown(KeyCode.F12)) { if (iniHelper == null) { iniHelper = new IniHelper(Application.dataPath + "/Managed/new.ini"); } TM_Enable = (iniHelper.ReadValue("Graphics Enhance", "ToneMapping") == "1") ? true : false; SSAO_Enable = (iniHelper.ReadValue("Graphics Enhance", "SSAO") == "1") ? true : false; CE_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastEnhance") == "1") ? true : false; CS_Enable = (iniHelper.ReadValue("Graphics Enhance", "ContrastStretch") == "1") ? true : false; Bloom_Enable = (iniHelper.ReadValue("Graphics Enhance", "Bloom") == "1") ? true : false; Tonemapping TM = obj2.GetComponent <Tonemapping> (); SSAOEffect SSAO = obj2.GetComponent <SSAOEffect>(); ContrastEnhance CE = obj2.GetComponent <ContrastEnhance> (); BloomAndLensFlares bloom = obj2.GetComponent <BloomAndLensFlares> (); ContrastStretchEffect CS = obj2.GetComponent <ContrastStretchEffect> (); QualitySettings.antiAliasing = 4; if (CS == null) { CS = obj2.AddComponent <ContrastStretchEffect> (); CS.shaderAdapt = Shader.Find("Hidden/Contrast Stretch Adaptation"); CS.shaderApply = Shader.Find("Hidden/Contrast Stretch Apply"); CS.shaderLum = Shader.Find("Hidden/Contrast Stretch Luminance"); CS.shaderReduce = Shader.Find("Hidden/Contrast Stretch Reduction"); } if (bloom == null) { bloom = obj2.AddComponent <BloomAndLensFlares> (); bloom.addBrightStuffOneOneShader = Shader.Find("Hidden/BlendOneOne"); bloom.brightPassFilterShader = Shader.Find("Hidden/BrightPassFilterForBloom"); bloom.hollywoodFlaresShader = Shader.Find("Hidden/MultipassHollywoodFlares"); bloom.lensFlareShader = Shader.Find("Hidden/LensFlareCreate"); bloom.screenBlendShader = Shader.Find("Hidden/Blend"); bloom.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); bloom.vignetteShader = Shader.Find("Hidden/VignetteShader"); } if (TM == null) { TM = obj2.AddComponent <Tonemapping> (); TM.tonemapper = Shader.Find("Hidden/Tonemapper"); TM.type = Tonemapping.TonemapperType.AdaptiveReinhardAutoWhite; } if (SSAO == null) { SSAO = obj2.AddComponent <SSAOEffect>(); SSAO.m_SSAOShader = Shader.Find("Hidden/SSAO"); obj2.camera.farClipPlane = 1000; } FightUIInterface.uiInterface.cheatWindow.Open(); //Main.actorMgr.SwitchControlActor (); if (CE == null) { CE = obj2.AddComponent <ContrastEnhance> (); CE.contrastCompositeShader = Shader.Find("Hidden/ContrastComposite"); CE.separableBlurShader = Shader.Find("Hidden/SeparableBlurPlus"); } isF12KeyDown = true; if (!SaturationCorrectionFlag) { FightUIInterface.ShowPromptText("画面增强打开", 1, 1f); SaturationCorrectionFlag = true; if (TM) { TM.enabled = TM_Enable; } if (SSAO) { SSAO.enabled = SSAO_Enable; SSAO.m_Radius = 0.8f; SSAO.m_SampleCount = SSAOEffect.SSAOSamples.Medium; SSAO.m_OcclusionIntensity = 2.4f; SSAO.m_Downsampling = 2; SSAO.m_MinZ = 0.8f; } if (CE) { CE.enabled = CE_Enable; } if (bloom) { bloom.enabled = Bloom_Enable; } if (CS) { CS.enabled = CS_Enable; } } else { FightUIInterface.ShowPromptText("画面增强关闭", 1, 1f); SaturationCorrectionFlag = false; //component.enabled = false; if (SSAO) { SSAO.enabled = false; } if (CE) { CE.enabled = false; } if (TM) { TM.enabled = false; } if (bloom) { bloom.enabled = false; } if (CS) { CS.enabled = false; } } //FightUIInterface.ShowPromptText (SSAO_Enable ? "SSAO ON" : "SSAO OFF"); } } //FightUIInterface.ShowPromptText (Application.unityVersion.ToString ()); }
// Use this for initialization void Start() { m_constrast = GetComponent <ContrastEnhance>(); }
void Start() { if (magnififcationPrefab != null) { magnificationObj = (GameObject)Instantiate(magnififcationPrefab); magnificationObj.transform.parent = mainCamera.transform; magnificationObj.GetComponent <AdjustMagnificationLevel>().magnificationLevel = 5; magnificationObj.transform.localPosition = new Vector3(0, 0, 0.5f); magnificationObj.transform.localRotation = Quaternion.Euler(-90, 0, 0); magnificationObj.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); magnificationObj.layer = 31; magnificationObj.transform.GetChild(0).gameObject.layer = 31; Camera cam = magnificationObj.GetComponentInChildren <Camera>(); if (cam != null) { cam.cullingMask &= ~((1 << 31)); cam.clearFlags = mainCamera.clearFlags; cam.backgroundColor = mainCamera.backgroundColor; } magnificationObj.SetActive(false); } if (bifocalPrefab != null) { bifocalObj = Instantiate(bifocalPrefab); bifocalObj.GetComponent <AdjustBifocal>().magnificationLevel = 5; bifocalObj.transform.parent = mainCamera.transform; bifocalObj.transform.localPosition = new Vector3(0, -0.2f + bifocalShift, 0.5f); bifocalObj.transform.localRotation = Quaternion.Euler(-90, 0, 0); bifocalObj.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); bifocalObj.layer = 31; bifocalObj.transform.GetChild(0).gameObject.layer = 31; Camera cam = bifocalObj.GetComponentInChildren <Camera>(); if (cam != null) { cam.cullingMask &= ~((1 << 31)); cam.transform.localRotation = Quaternion.Euler(90 - Mathf.Atan2(-0.2f + bifocalShift, 0.5f) * 180 / Mathf.PI, 0, 0); cam.transform.localPosition = new Vector3(0, 5, 2 - 10 * bifocalShift); cam.clearFlags = mainCamera.clearFlags; cam.backgroundColor = mainCamera.backgroundColor; } bifocalObj.SetActive(false); } if (remappingPrefab != null) { remappingObj = Instantiate(remappingPrefab); remappingObj.transform.parent = mainCamera.transform; remappingObj.transform.localScale = new Vector3(0.2f + SizeShift, 0.2f + SizeShift, 0.01f); remappingObj.transform.localPosition = new Vector3(XShift, YShift, 0.5f + ZShift); remappingObj.transform.localRotation = Quaternion.Euler(0, 180, 0); remappingObj.GetComponent <Renderer>().material.color = remappingEdgeColor; remappingObj.layer = 30; Camera cam = remappingObj.GetComponentInChildren <Camera>(); cam.cullingMask &= ~((1 << 31) | (1 << 30)); cam.transform.localPosition = new Vector3(XShift / 0.2f, -YShift / 0.2f, (0.5f + ZShift) / 0.01f); cam.clearFlags = mainCamera.clearFlags; cam.backgroundColor = mainCamera.backgroundColor; remappingObj.GetComponent <BoxCollider>().enabled = false; remappingObj.SetActive(false); } brightnessAdjustment = mainCamera.gameObject.AddComponent <BrightnessAdjustment>(); brightnessAdjustment.intensity = brightnessLevel; brightnessAdjustment.brightnessShader = Shader.Find("Custom/BrightnessShader"); brightnessAdjustment.enabled = false; contrastEnhance = mainCamera.gameObject.AddComponent <ContrastEnhance>(); contrastEnhance.contrastCompositeShader = Shader.Find("Hidden/ContrastComposite"); contrastEnhance.separableBlurShader = Shader.Find("Hidden/SeparableBlur"); contrastEnhance.threshold = 0; contrastEnhance.blurSpread = 1; contrastEnhance.intensity = contrastIntensity; contrastEnhance.enabled = false; edgeDetection = mainCamera.gameObject.AddComponent <EdgeDetection>(); edgeDetection.edgesOnly = 0; edgeDetection.edgesColor = edgeColor; edgeDetection.sampleDist = edgeThickness; edgeDetection.edgeDetectShader = Shader.Find("Hidden/EdgeDetect"); edgeDetection.enabled = false; augmentations = new GameObject("_augmentations"); textAugment = augmentations.AddComponent <TextAugmentationByShader>(); textAugment.addColliderToText = addTextCollider; textAugment.fontSizeIncrease = fontSizeIncrease; textAugment.bold = false; textAugment.isAugmented = false; textAugment.dynamicScanning = false; augmentations.AddComponent <WindowsVoice>(); if (leftHand != null) { leftVoice = leftHand.AddComponent <VoiceComponent>(); leftVoice.TextToSpeech = false; leftVoice.objectDescription = false; VoiceLaser leftLaser = leftHand.GetComponent <VoiceLaser>(); leftLaser.rotateAngle = laserRotation; leftLaser.shiftDistance = laserShift; leftDepth = leftHand.AddComponent <DepthLaser>(); leftDepth.isDepthMeasured = false; leftDepth.color = depthColor; leftDepth.rotateAngle = laserRotation; leftDepth.shiftDistance = laserShift; } if (rightHand != null) { rightVoice = rightHand.AddComponent <VoiceComponent>(); rightVoice.TextToSpeech = false; rightVoice.objectDescription = false; VoiceLaser rightLaser = rightHand.GetComponent <VoiceLaser>(); rightLaser.rotateAngle = laserRotation; rightLaser.shiftDistance = laserShift; rightDepth = rightHand.AddComponent <DepthLaser>(); rightDepth.isDepthMeasured = false; rightDepth.color = depthColor; rightDepth.rotateAngle = laserRotation; rightDepth.shiftDistance = laserShift; } highlightSalience = augmentations.AddComponent <HighlightSalience>(); highlightSalience.highlight = false; highlightSalience.highlightColor = highlightColor; highlightSalience.Guideline = false; highlightSalience.guidelineColor = guidelineColor; highlightSalience.forwardFactor = forwardFactor; highlightSalience.radius = radius; highlightSalience.dynamicScanning = salientObjDynamicScanning; recolorManagement = augmentations.AddComponent <RecolorManagement>(); recolorManagement.enableRecoloring = false; recolorManagement.threshould = distanceThreshold; recolorManagement.dynamicScanning = objectDynamicScanning; }
public static void InitMemberByInstance(ContrastEnhance c) { intensity = c.intensity; threshhold = c.threshhold; blurSpread = c.blurSpread; }
private void UpdatePostProcess() { foreach (Camera cam in Camera.allCameras) { SMAA defAntiAlias = cam.GetComponent <SMAA>(); Bloom b = cam.GetComponent <Bloom>(); BloomAndFlares baf = cam.GetComponent <BloomAndFlares>(); ContrastEnhance ce = cam.GetComponent <ContrastEnhance>(); MotionBlur mb = cam.GetComponent <MotionBlur>(); WeaponDepthOfField wdof = cam.GetComponent <WeaponDepthOfField>(); SunShafts ss = cam.GetComponent <SunShafts>(); AmplifyOcclusionEffect ao = cam.GetComponent <AmplifyOcclusionEffect>(); ColorCorrection ccc = cam.GetComponent <ColorCorrection>(); if (defAntiAlias) { defAntiAlias.enabled = (antiAliasing == 1); } if (wdof) { wdof.enabled = (wDepthOfField == 1); } bool bloomBool = (bloom == 1); if (baf) { baf.enabled = bloomBool; } if (b) { b.enabled = bloomBool; } if (ss) { ss.enabled = (sunShafts == 1); } if (mb) { mb.enabled = (motionBlur == 1); } bool ssaoBool = (SSAO == 1); if (ao) { ao.enabled = ssaoBool; } bool ccBool = (colorCorrection == 1); if (ccc) { ccc.enabled = ccBool; } if (ce) { ce.enabled = ccBool; } } lastPP = Time.unscaledTime; cameraCount = Camera.allCameras.Length; }