private void Awake() { _inst = this; m_PostProcessVolume = GetComponent <PostProcessVolume>(); m_PostProcessVolume.profile.TryGetSettings(out lensProfile); m_PostProcessVolume.profile.TryGetSettings(out colorFilter); }
//<B.M> public static PostProcessEffect GenPostProcessEffect(string effectName, Shader shader, PostProcessEffect.TextureShaderMethod textureShaderMethod) { var ppe = new PostProcessEffect(shader, textureShaderMethod); postProcessEffectDictionary.Add(effectName, ppe); return(ppe); }
internal static void FetchInfo(PostProcessEffect obj, out PostProcessEffectLocation location, out bool useSingleTarget) { location = obj.Location; useSingleTarget = obj.UseSingleTarget; }
private void Awake() { postProcessEffect = GameObject.Find("Global Post Processing").GetComponent <PostProcessEffect>(); }
void Start() { m_cameraPostProcess = Camera.main.GetComponent <PostProcessEffect>(); }
/// <summary> /// Queues a PP effect /// </summary> /// <param name="effect"></param> public void QueueEffect(PostProcessEffect effect) { // Add to queue effectqueue.Add(effect); }