Example #1
0
 private void UpdateMaterialProperties()
 {
     if (this.noiseTex == null || this._quality != this.generalSettings.quality || this._noiseType != this.generalSettings.noiseType)
     {
         if (this.noiseTex != null)
         {
             UnityEngine.Object.DestroyImmediate(this.noiseTex);
         }
         float num = (float)((this.generalSettings.noiseType != HBAO.NoiseType.Dither) ? 64 : 4);
         this.CreateRandomTexture((int)num);
     }
     this._quality              = this.generalSettings.quality;
     this._noiseType            = this.generalSettings.noiseType;
     this._radius               = this.aoSettings.radius;
     this._maxRadiusPixels      = this.aoSettings.maxRadiusPixels;
     this._bias                 = this.aoSettings.bias;
     this._intensity            = this.aoSettings.intensity;
     this._luminanceInfluence   = this.aoSettings.luminanceInfluence;
     this._maxDistance          = this.aoSettings.maxDistance;
     this._distanceFalloff      = this.aoSettings.distanceFalloff;
     this._perPixelNormals      = this.aoSettings.perPixelNormals;
     this._aoBaseColor          = this.aoSettings.baseColor;
     this._colorBleedingEnabled = this.colorBleedingSettings.enabled;
     this._colorBleedSaturation = this.colorBleedingSettings.saturation;
     this._albedoMultiplier     = this.colorBleedingSettings.albedoMultiplier;
     this._blurAmount           = this.blurSettings.amount;
     this._blurSharpness        = this.blurSettings.sharpness;
     this._renderingPath        = this._hbaoCamera.renderingPath;
     this._hbaoMaterial.SetTexture("_NoiseTex", this.noiseTex);
     this._hbaoMaterial.SetFloat("_NoiseTexSize", (float)((this._noiseType != HBAO.NoiseType.Dither) ? 64 : 4));
     this._hbaoMaterial.SetFloat("_Radius", this._radius);
     this._hbaoMaterial.SetFloat("_MaxRadiusPixels", this._maxRadiusPixels);
     this._hbaoMaterial.SetFloat("_NegInvRadius2", -1f / (this._radius * this._radius));
     this._hbaoMaterial.SetFloat("_AngleBias", this._bias);
     this._hbaoMaterial.SetFloat("_AOmultiplier", 2f * (1f / (1f - this._bias)));
     this._hbaoMaterial.SetFloat("_Intensity", this._intensity);
     this._hbaoMaterial.SetFloat("_LuminanceInfluence", this._luminanceInfluence);
     this._hbaoMaterial.SetFloat("_MaxDistance", this._maxDistance);
     this._hbaoMaterial.SetFloat("_DistanceFalloff", this._distanceFalloff);
     this._hbaoMaterial.SetColor("_BaseColor", this._aoBaseColor);
     this._hbaoMaterial.SetFloat("_ColorBleedSaturation", this._colorBleedSaturation);
     this._hbaoMaterial.SetFloat("_AlbedoMultiplier", this._albedoMultiplier);
     this._hbaoMaterial.SetFloat("_BlurSharpness", this._blurSharpness);
 }
Example #2
0
 private void UpdateMaterialProperties()
 {
     if (this.noiseTex == null || this._quality != this.generalSettings.quality || this._noiseType != this.generalSettings.noiseType)
     {
         if (this.noiseTex != null)
         {
             UnityEngine.Object.DestroyImmediate(this.noiseTex);
         }
         float num = (float)((this.generalSettings.noiseType != HBAO.NoiseType.Dither) ? 64 : 4);
         this.CreateRandomTexture((int)num);
     }
     this._quality = this.generalSettings.quality;
     this._noiseType = this.generalSettings.noiseType;
     this._radius = this.aoSettings.radius;
     this._maxRadiusPixels = this.aoSettings.maxRadiusPixels;
     this._bias = this.aoSettings.bias;
     this._intensity = this.aoSettings.intensity;
     this._luminanceInfluence = this.aoSettings.luminanceInfluence;
     this._maxDistance = this.aoSettings.maxDistance;
     this._distanceFalloff = this.aoSettings.distanceFalloff;
     this._perPixelNormals = this.aoSettings.perPixelNormals;
     this._aoBaseColor = this.aoSettings.baseColor;
     this._colorBleedingEnabled = this.colorBleedingSettings.enabled;
     this._colorBleedSaturation = this.colorBleedingSettings.saturation;
     this._albedoMultiplier = this.colorBleedingSettings.albedoMultiplier;
     this._blurAmount = this.blurSettings.amount;
     this._blurSharpness = this.blurSettings.sharpness;
     this._renderingPath = this._hbaoCamera.renderingPath;
     this._hbaoMaterial.SetTexture("_NoiseTex", this.noiseTex);
     this._hbaoMaterial.SetFloat("_NoiseTexSize", (float)((this._noiseType != HBAO.NoiseType.Dither) ? 64 : 4));
     this._hbaoMaterial.SetFloat("_Radius", this._radius);
     this._hbaoMaterial.SetFloat("_MaxRadiusPixels", this._maxRadiusPixels);
     this._hbaoMaterial.SetFloat("_NegInvRadius2", -1f / (this._radius * this._radius));
     this._hbaoMaterial.SetFloat("_AngleBias", this._bias);
     this._hbaoMaterial.SetFloat("_AOmultiplier", 2f * (1f / (1f - this._bias)));
     this._hbaoMaterial.SetFloat("_Intensity", this._intensity);
     this._hbaoMaterial.SetFloat("_LuminanceInfluence", this._luminanceInfluence);
     this._hbaoMaterial.SetFloat("_MaxDistance", this._maxDistance);
     this._hbaoMaterial.SetFloat("_DistanceFalloff", this._distanceFalloff);
     this._hbaoMaterial.SetColor("_BaseColor", this._aoBaseColor);
     this._hbaoMaterial.SetFloat("_ColorBleedSaturation", this._colorBleedSaturation);
     this._hbaoMaterial.SetFloat("_AlbedoMultiplier", this._albedoMultiplier);
     this._hbaoMaterial.SetFloat("_BlurSharpness", this._blurSharpness);
 }