private static void ConvertDepthOfFieldSettings(PostProcessProfile ppp, DepthOfFieldModel.Settings dof)
    {
        var dof2 = ppp.AddSettings <DepthOfField>();

        dof2.aperture.overrideState      = true;
        dof2.aperture.value              = dof.aperture;
        dof2.focalLength.overrideState   = true;
        dof2.focalLength.value           = dof.focalLength;
        dof2.focusDistance.overrideState = true;
        dof2.focusDistance.value         = dof.focusDistance;
        dof2.kernelSize.overrideState    = true;
        switch (dof.kernelSize)
        {
        case DepthOfFieldModel.KernelSize.VeryLarge:
            dof2.kernelSize.value = KernelSize.VeryLarge;
            break;

        case DepthOfFieldModel.KernelSize.Large:
            dof2.kernelSize.value = KernelSize.Large;
            break;

        case DepthOfFieldModel.KernelSize.Medium:
            dof2.kernelSize.value = KernelSize.Medium;
            break;

        case DepthOfFieldModel.KernelSize.Small:
            dof2.kernelSize.value = KernelSize.Small;
            break;
        }
        // Not supported: dof.useCameraFov;
    }
 private void UpdateDOF(float Value)
 {
     DepthOfFieldModel.Settings settings = this.Profile.depthOfField.settings;
     settings.focusDistance             = Value;
     settings.aperture                  = 5.6f;
     this.Profile.depthOfField.settings = settings;
 }
Example #3
0
 // Update is called once per frame
 void Update()
 {
     DepthOfFieldModel.Settings settings = profile.depthOfField.settings;
     settings.focusDistance =
         Vector3.Dot(transform.forward, focusTransform.position - transform.position);
     profile.depthOfField.settings = settings;
 }
Example #4
0
        private void SetDepthOfFieldEnabledInternal(bool enabled, bool animate)
        {
            if (depthOfFieldCoroutine_ != null)
            {
                depthOfFieldCoroutine_.Cancel();
                depthOfFieldCoroutine_ = null;
            }

            DepthOfFieldModel.Settings settings = postProcessingProfile_.depthOfField.settings;
            if (!animate)
            {
                settings.focalLength = enabled ? kMaxFocalLength : kMinFocalLength;
                postProcessingProfile_.depthOfField.settings = settings;
                postProcessingProfile_.depthOfField.enabled  = enabled;
            }
            else
            {
                postProcessingProfile_.depthOfField.enabled = true;
                float start = enabled ? kMinFocalLength : kMaxFocalLength;
                float end   = enabled ? kMaxFocalLength : kMinFocalLength;
                depthOfFieldCoroutine_ = CoroutineWrapper.DoEaseFor(kDepthOfFieldAnimationDuration, EaseType.CubicEaseOut, (float p) => {
                    settings.focalLength = Mathf.Lerp(start, end, p);
                    postProcessingProfile_.depthOfField.settings = settings;
                }, () => {
                    postProcessingProfile_.depthOfField.enabled = enabled;
                });
            }
        }
Example #5
0
    void Start()
    {
        cam.enabled            = false;
        startCamPos            = cam.transform.position;
        startCamRot            = cam.transform.rotation;
        cam.transform.position = camStartScreenTransform.position;
        cam.transform.rotation = camStartScreenTransform.rotation;

        Player.Instance.AllowInput = false;

        playSettings = postP.profile.depthOfField.settings;
        postP.profile.depthOfField.settings = dofSettings;

        state        = State.FadingIn;
        uiFade.color = new Color(0, 0, 0, 1);
        fadeInTimer  = fadeInTime;

        uiLogo.color  = new Color(0, 0, 0, 0);
        uiLogo1.color = new Color(0, 0, 0, 0);
        uiLogo2.color = new Color(0, 0, 0, 0);

        startButterfly.gameObject.SetActive(true);
        startButterfly.Perch(butterflyLandTarget);
        startButterfly.autoStart = false;

        UiRoot.SetActive(true);
        AudioListener.volume = 0;
    }
Example #6
0
 // Update is called once per frame
 void Update()
 {
     // Linearly update all post processing values which aren't at their target values.
     lerp += Time.deltaTime / duration;
     VignetteModel.Settings vignette = profile.vignette.settings;
     if (vignette.intensity != targetVignette)
     {
         vignette.intensity = Mathf.Lerp(fromVignette, targetVignette, lerp);
     }
     DepthOfFieldModel.Settings dof = profile.depthOfField.settings;
     if (dof.aperture != targetDof)
     {
         dof.aperture = Mathf.Lerp(fromDof, targetDof, lerp);
     }
     ColorGradingModel.Settings cgm = profile.colorGrading.settings;
     if (cgm.basic.saturation != targetSaturation)
     {
         cgm.basic.saturation = Mathf.Lerp(fromSaturation, targetSaturation, lerp);
     }
     if (cgm.basic.temperature != targetTemp)
     {
         cgm.basic.temperature = Mathf.Lerp(fromTemp, targetTemp, lerp);
     }
     profile.vignette.settings     = vignette;
     profile.depthOfField.settings = dof;
     profile.colorGrading.settings = cgm;
 }
Example #7
0
    void Start()
    {
        // emJogo = true;
        vidas     = 3;
        timeFim   = 0.0f;
        larguraBt = 150;
        alturaBt  = 100;
        if (SceneManager.GetActiveScene().name == "Fase1")
        {
            txtVidas.text = vidas.ToString();
        }

        if (SceneManager.GetActiveScene().name != "TelaInicial" && SceneManager.GetActiveScene().name != "GameOver")
        {
            //PowerUps//
            blurProfile             = perfil.depthOfField.settings;
            blurProfile.kernelSize  = DepthOfFieldModel.KernelSize.VeryLarge;
            blurProfile.aperture    = 32;
            blurProfile.focalLength = 0.1f;
            blurTimer = 0f;
            perfil.depthOfField.settings = blurProfile;
            bloomProfile = perfil.bloom.settings;
            bloomProfile.bloom.threshold = 1f;
        }
    }
    // Use this for initialization
    void Start()
    {
        cgm   = postProcessingBehaviour.profile.colorGrading;
        cgms  = cgm.settings;
        dofm  = postProcessingBehaviour.profile.depthOfField;
        dofms = dofm.settings;

        if (QualitySettings.GetQualityLevel() <= 2)
        {
            postProcessingBehaviour.enabled = false;
        }

        /*TerrainData tData = terrain.terrainData;
         * float[,,] alphaData = tData.GetAlphamaps(0, 0, tData.alphamapWidth, tData.alphamapHeight);
         *
         * float percentage = 0.2f;
         * for(int y=0; y<tData.alphamapHeight; y++){
         * for(int x = 0; x < tData.alphamapWidth; x++){
         *              float swap = alphaData[x, y, 1];
         * alphaData[x, y, 1] = alphaData[x, y, 2];
         * alphaData[x, y, 2] = swap;
         * }
         * }
         *
         * tData.SetAlphamaps(0, 0, alphaData);*/
    }
Example #9
0
        ///Call this anywhere to change the Focus Distance of the Depth of Field effect.
        public static void SetDepthOfField_FocusDistance(float val, Camera cam = null)
        {
                        #if HAZE_POSTPROCESSING
            if (cam == null)
            {
                cam = Camera.main;
            }
            PostProcessingBehaviour ppBehaviour = cam.GetComponent <PostProcessingBehaviour>();
            if (ppBehaviour)
            {
                PostProcessingProfile profile = ppBehaviour.profile;
                if (profile != null)
                {
                    DepthOfFieldModel dof = profile.depthOfField;
                    if (dof != null && dof.enabled)
                    {
                        DepthOfFieldModel.Settings settings = dof.settings;

                        //Set focus distance.
                        settings.focusDistance = val;

                        dof.settings = settings;
                    }
                }
            }
                        #endif
        }
Example #10
0
    public void UpdatePostProcesing(bool[] p_drunkEffects)
    {
        if (p_drunkEffects[(int)Player.DRUNK_EFFECTS.VIGNETTE])
        {
            m_drunkPostProcessingProfile.vignette.enabled = true;
            VignetteModel.Settings vignetteSettings = m_drunkPostProcessingProfile.vignette.settings;
            //MOAR MAGIC HERE
            vignetteSettings.intensity = m_vignetteIntensityDiff * Mathf.Sin(Time.timeSinceLevelLoad * m_vignettePacing) + (m_minVignetteIntensity + m_vignetteIntensityDiff / 2.0f);
            m_drunkPostProcessingProfile.vignette.settings = vignetteSettings;
        }
        else
        {
            m_drunkPostProcessingProfile.vignette.enabled = false;
        }

        if (p_drunkEffects[(int)Player.DRUNK_EFFECTS.DOF])
        {
            m_drunkPostProcessingProfile.depthOfField.enabled = true;
            DepthOfFieldModel.Settings DOFSettings = m_drunkPostProcessingProfile.depthOfField.settings;
            //MOAR MAGIC HERE
            DOFSettings.focusDistance = m_DOFDistanceDiff * Mathf.Sin(Time.timeSinceLevelLoad * m_vignettePacing) + (m_minDOFDistance + m_DOFDistanceDiff / 2.0f);
            m_drunkPostProcessingProfile.depthOfField.settings = DOFSettings;
        }
        else
        {
            m_drunkPostProcessingProfile.depthOfField.enabled = false;
        }
    }
Example #11
0
 // Use this for initialization
 void Start()
 {
     ppEffects = GetComponent <PostProcessingBehaviour>();
     if (ppEffects)
     {
         depth = ppEffects.profile.depthOfField.settings;
     }
 }
Example #12
0
 void Start()
 {
     cameraMain      = Camera.main;
     m_Profile       = cameraMain.GetComponent <PostProcessingBehaviour>().profile;
     dof             = m_Profile.depthOfField.settings;
     dof.focalLength = 60f;
     m_Profile.depthOfField.settings = dof;
 }
Example #13
0
    // Use this for initialization
    void Start()
    {
        instance    = this;
        PPBehaviour = GetComponent <PostProcessingBehaviour>();

        settings             = PPBehaviour.profile.depthOfField.settings;
        settings.focalLength = initialFocalLength;
        PPBehaviour.profile.depthOfField.settings = settings;
    }
        public void InterpolateDOFSettings(PostProcessingProfile stack, DOFInterpolateSettings settings, float deltaTime = 1)
        {
            DepthOfFieldModel.Settings DOFNewSettings = stack.depthOfField.settings;

            DOFNewSettings.aperture      = Mathf.Lerp(DOFNewSettings.aperture, settings.aperture, settings.apertureSpeed * deltaTime);
            DOFNewSettings.focalLength   = Mathf.Lerp(DOFNewSettings.focalLength, settings.focalLength, settings.focalLengthSpeed * deltaTime);
            DOFNewSettings.focusDistance = Mathf.Lerp(DOFNewSettings.focusDistance, settings.focusDistance, settings.focusDistanceSpeed * deltaTime);

            stack.depthOfField.settings = DOFNewSettings;
        }
Example #15
0
    void SetPostProcessing()
    {
        DepthOfFieldModel.Settings temp = new DepthOfFieldModel.Settings();
        temp             = mPostProcessing.depthOfField.settings;
        temp.focalLength = 35;

        mPostProcessing.depthOfField.enabled  = true;
        mPostProcessing.depthOfField.settings = temp;
        mPostProcessing.grain.enabled         = false;
    }
Example #16
0
    public void changeBlurAmount(float from, float to, float time, LeanTweenType leanTweenType = LeanTweenType.notUsed)
    {
        LeanTween.value(from, to, time).setOnUpdate(delegate(float value)
        {
            DepthOfFieldModel.Settings Newsettings = depthOfField.settings;
            Newsettings.focusDistance = value;

            depthOfField.settings = Newsettings;
        }).setEase(leanTweenType);
    }
Example #17
0
 void Start()
 {
     DepthOfFieldModel.Settings settings = postProcessing.depthOfField.settings;
     settings.focusDistance = .1f;
     Time.timeScale         = 0f;
     Cursor.lockState       = CursorLockMode.None;
     Cursor.visible         = true;
     postProcessing.depthOfField.enabled  = true;
     postProcessing.depthOfField.settings = settings;
 }
Example #18
0
    void SetDepthofFieldFocus()
    {
        RaycastHit hit;

        if (Physics.Raycast(transform.position, transform.forward, out hit, 100f, dofFocusMask))
        {
            DepthOfFieldModel.Settings settings = post.profile.depthOfField.settings;
            settings.focusDistance             = hit.distance;
            post.profile.depthOfField.settings = settings;
        }
    }
Example #19
0
 private static void WriteDOF(List <string> lines, DepthOfFieldModel.Settings settings)
 {
     lines.Append("Depth_Of_Field", 1);
     lines.Append("{", 1);
     lines.Append("Focus_Distance = " + settings.focusDistance, 2);
     lines.Append("Aperture = " + settings.aperture, 2);
     lines.Append("Use_Camera_FOV = " + settings.useCameraFov.Convert(), 2);
     lines.Append("Focal_Length = " + settings.focalLength, 2);
     lines.Append("Kernel_Size = " + (int)settings.kernelSize, 2);
     lines.Append("}", 1);
 }
Example #20
0
 public void BeginInteraction(GameObject go)
 {
     if (!IsInteracting)
     {
         IsInteracting      = true;
         _startDOFSettings  = PostProcess.depthOfField.settings;
         _lastDOFSettings   = PostProcess.depthOfField.settings;
         _objectInteracting = go.transform;
         _startRotationZ    = go.transform.localEulerAngles.z;
     }
 }
Example #21
0
    // Use this for initialization
    void Start()
    {
        profile           = Instantiate(behaviour.profile);
        behaviour.profile = profile;
        settings          = profile.depthOfField.settings;

        focusDistance = settings.focusDistance;
        aperture      = settings.aperture;
        focalLength   = settings.focalLength;
        useCameraFov  = settings.useCameraFov;
    }
Example #22
0
    private IEnumerator focusPicture(DepthOfFieldModel.Settings _dof, float targetFocalLength, float duration)
    {
        while (_dof.focalLength > 2f)
        {
            _dof.focalLength = Mathf.Lerp(_dof.focalLength, targetFocalLength, duration * Time.deltaTime);
            m_Profile.depthOfField.settings = _dof;
            yield return(null);
        }

        _dof.focalLength = targetFocalLength;
        m_Profile.depthOfField.settings = _dof;
        print("Reached target.");
    }
Example #23
0
    public bool start()
    {
        if (m_postProcessing != null)
        {
            return(false);
        }
        m_postProcessing = m_manager.getComponentPostProcessingBehaviour();
        m_postProcessing.profile.depthOfField.enabled = true;

        m_depthOfFieldModelSettings = m_postProcessing.profile.depthOfField.settings;

        return(true);
    }
Example #24
0
 // Update is called once per frame
 void Update()
 {
     DepthOfFieldModel.Settings dof = ppp.depthOfField.settings;
     if (dof.focalLength < 300)
     {
         dof.focalLength += 10 * Time.deltaTime;
         if (dof.focalLength > 300)
         {
             dof.focalLength = 300;
         }
         ppp.depthOfField.settings = dof;
     }
 }
Example #25
0
    IEnumerator Focus()
    {
        DepthOfFieldModel.Settings settings = postProcessing.depthOfField.settings;
        Debug.Log("started");

        for (float f = 0.1f; f <= 5.0f; f += 2 * Time.deltaTime)
        {
            settings.focusDistance = f;
            postProcessing.depthOfField.settings = settings;
            yield return(null);
        }

        postProcessing.depthOfField.enabled = false;
    }
    /// <summary>
    /// Cambia el estado de la camara segun la cantidad de humo que hay en la escena
    /// </summary>
    /// <param name="valueD">Efecto Depth</param>
    /// <param name="valueV">Efecto Vignette</param>
    public void ChangeSmokeState(float valueD, float valueV)
    {
        _profile        = _post.profile;
        _depth          = _profile.depthOfField.settings;
        _vignette       = _profile.vignette.settings;
        _targetDepth    = valueD;
        _targetVignette = valueV;

        _countDepth    = 0;
        _countVignette = 0;

        _isLerpDepth    = true;
        _isLerpVignette = true;
    }
Example #27
0
    public void SetDOF(float targetAperture, float targetFocusDistance, float speed)
    {
        DepthOfFieldModel.Settings dof = postProcessingProfile.depthOfField.settings;

        float originalfStop = dof.aperture;

        dof.aperture = Mathf.Lerp(originalfStop, targetAperture, speed * Time.deltaTime);

        float originalFocusDistance = dof.focusDistance;

        dof.focusDistance = Mathf.Lerp(originalFocusDistance, targetFocusDistance, speed * Time.deltaTime);

        postProcessingProfile.depthOfField.settings = dof;
    }
Example #28
0
    public void Update()
    {
        if (strategy != null)
        {
            strategy.UpdateStrategy();
            UpdateTransform();

            DepthOfFieldModel          dof = postProfile.depthOfField;
            DepthOfFieldModel.Settings s   = dof.settings;
            s.focusDistance          = EvaluateTargetFocalDistance();
            dof.settings             = s;
            postProfile.depthOfField = dof;
        }
    }
Example #29
0
    private void Start()
    {
        dc               = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <DynamicCamera3D>(); //find dynamic camera
        parentObj        = gameObject.GetComponentInParent <Transform>().gameObject;                        //find reference to parent
        dc.inInteraction = false;

        originalCameraRotation = dc.transform.rotation; // save the original position & rotation of the camera
        originalCameraPosition = dc.transform.position;

        // Depth of Field
        defaultDOFVal    = postProcProf.depthOfField.settings; // save previous setting
        dof              = defaultDOFVal;                      //set dof to default
        isFocusing       = false;
        hasExecutedFocus = false;
    }
    private IEnumerator LerpPostProcessing()
    {
        float speed = 5, val = 0, progression = 0;

        while (val > 47)
        {
            yield return(null);

            progression += speed * Time.deltaTime;
            val          = Mathf.Lerp(147, 47, progression);
            DepthOfFieldModel.Settings dofm = pProfile.depthOfField.settings;
            dofm.focalLength = val;
            pProfile.depthOfField.settings = dofm;
        }
    }