private void Start() { // Get retro mode and do nothing further if disabled retroMode = DaggerfallUnity.Settings.RetroRenderingMode; if (retroMode == 0) { return; } // Get sky reference sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>(); // Get reference to retro rendertexture // 0 = retro rendering off // 1 = retro 320x200 rendering on // 2 = retro 640x400 rendering on if (retroMode == 1 && RetroTexture320x200) { retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture320x200; } else if (retroMode == 2 && RetroTexture640x400) { retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture640x400; } // Get depth process material Shader shader; switch (DaggerfallUnity.Settings.PostProcessingInRetroMode) { case 0: shader = Shader.Find(MaterialReader._DaggerfallRetroDepthShaderName); postprocessMaterial = new Material(shader); break; case 1: postprocessMaterial = GetPosterizationMaterial(false); break; case 2: postprocessMaterial = GetPosterizationMaterial(true); break; case 3: postprocessMaterial = GetPalettizationMaerial(false); break; case 4: postprocessMaterial = GetPalettizationMaerial(true); break; } if (!postprocessMaterial) { Debug.Log("Couldn't find retro shader " + DaggerfallUnity.Settings.PostProcessingInRetroMode); retroMode = 0; } }
public UnderwaterFog() { mainCamera = GameManager.Instance.MainCamera; globalFog = mainCamera.GetComponent <GlobalFog>(); globalFog.enabled = true; sky = GameManager.Instance.SkyRig; waterFogColor = new Color(0.25f, 0.55f, 0.79f, 1); fogDensityMin = 0f; fogDensityMax = 0.23f; }
private void Start() { if (DaggerfallUnity.Settings.Retro320x200World && RetroTexture) { GameManager.Instance.MainCamera.targetTexture = RetroTexture; sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>(); } else { gameObject.SetActive(false); } }
public UnderwaterFog() { mainCamera = GameManager.Instance.MainCamera; globalFog = mainCamera.GetComponent <GlobalFog>(); globalFog.enabled = true; sky = GameManager.Instance.SkyRig; waterFogColor = new Color(0.25f, 0.55f, 0.79f, 1); fogDensityMin = 0f; fogDensityMax = 0.23f; // get initial (backup) values - will be overwritten (this is just a safety net mechanism so we start out with some values) originalFogMode = RenderSettings.fogMode; originalFogDensity = RenderSettings.fogDensity; originalFogStartDistance = RenderSettings.fogStartDistance; originalFogEndDistance = RenderSettings.fogEndDistance; originalFogColor = RenderSettings.fogColor; }
private void Start() { // Get retro mode and do nothing further if disabled retroMode = DaggerfallUnity.Settings.RetroRenderingMode; if (retroMode == 0) { return; } // Get sky reference sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>(); UpdateRenderTarget(); // Get depth process material Shader shader; switch (DaggerfallUnity.Settings.PostProcessingInRetroMode) { case 0: shader = Shader.Find(MaterialReader._DaggerfallRetroDepthShaderName); postprocessMaterial = new Material(shader); break; case 1: postprocessMaterial = GetPosterizationMaterial(false); break; case 2: postprocessMaterial = GetPosterizationMaterial(true); break; case 3: postprocessMaterial = GetPalettizationMaerial(false); break; case 4: postprocessMaterial = GetPalettizationMaerial(true); break; } if (!postprocessMaterial) { Debug.Log("Couldn't find retro shader " + DaggerfallUnity.Settings.PostProcessingInRetroMode); retroMode = 0; } }
private void Start() { // 0 = retro rendering off // 1 = retro 320x200 rendering on // 2 = retro 640x400 rendering on sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>(); if (DaggerfallUnity.Settings.RetroRenderingMode == 1 && RetroTexture320x200) { retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture320x200; } else if (DaggerfallUnity.Settings.RetroRenderingMode == 2 && RetroTexture640x400) { retroTexture = GameManager.Instance.MainCamera.targetTexture = RetroTexture640x400; } else { gameObject.SetActive(false); } }
private void Start() { sky = GameManager.Instance.SkyRig.GetComponent <DaggerfallSky>(); retroPresenter = GameManager.Instance.RetroPresenter; }