public PostProcessingContext Reset() { profile = null; camera = null; materialFactory = null; renderTextureFactory = null; interrupted = false; return this; }
public void Swap(PostProcessingProfile newProfile) { playerCam.GetComponent <PostProcessingBehaviour>().profile = newProfile; }
void Start() { behaviour = GetComponent <PostProcessingBehaviour>(); ppProfile = behaviour.profile; }
private void Awake() { profile = GetComponent <PostProcessingBehaviour>().profile; }
void UpdatePostProcessingProfile() { ppp = Camera.main.GetComponent <PostProcessingBehaviour>().profile; }
void Start() { InterCamp = FindObjectOfType <InteractCampfire>(); Cam = Camera.main; PBhav = Cam.GetComponent <PostProcessingBehaviour>().profile; }
// Use this for initialization void Start() { postProcessing = FindObjectOfType <PostProcessingBehaviour>().profile; postProcessing.motionBlur.enabled = false; postProcessing.colorGrading.enabled = true; }
// Use this for initialization void Start() { PostProcessingBehaviour behavoiur = Camera.main.GetComponent <PostProcessingBehaviour>(); profile = behavoiur.profile; }
void Awake() { _camera = gameObject.GetComponentInChildren <Camera>(); _cameraController = gameObject.GetComponentInChildren <CameraController>(); _postProcessing = _camera.GetComponent <PostProcessingBehaviour>().profile; }
public static void Save(PostProcessingProfile profile, string fileName, string saveLocation) { List <string> lines = new List <string>(); lines.Add("SETUP"); lines.Add("{"); lines.Append("Scene = [SceneName has to be assigned manually]", 1); //Check if something is enabled //If disabled, we don't add the node, as the non-existance of a node means that it is marked as disabled if (profile.antialiasing.enabled) { WriteAA(lines, profile.antialiasing.settings); } if (profile.ambientOcclusion.enabled) { WriteAO(lines, profile.ambientOcclusion.settings); } if (profile.bloom.enabled) { WriteB(lines, profile.bloom.settings); } if (profile.chromaticAberration.enabled) { WriteCA(lines, profile.chromaticAberration.settings); } if (profile.colorGrading.enabled) { WriteCG(lines, profile.colorGrading.settings); } if (profile.depthOfField.enabled) { WriteDOF(lines, profile.depthOfField.settings); } if (profile.dithering.enabled) { lines.Append("Dithering", 1); lines.Append("{", 1); lines.Append("}", 1); } if (profile.eyeAdaptation.enabled) { WriteEA(lines, profile.eyeAdaptation.settings); } if (profile.grain.enabled) { WriteG(lines, profile.grain.settings); } if (profile.motionBlur.enabled) { WriteMB(lines, profile.motionBlur.settings); } if (profile.userLut.enabled) { WriteUL(lines, profile.userLut.settings); } if (profile.vignette.enabled) { WriteV(lines, profile.vignette.settings); } File.WriteAllLines(saveLocation + "/" + fileName + ".txt", lines.ToArray()); Debug.Log("[KS3P]: Saved profile to file at [" + saveLocation + "], file name [" + fileName + "]."); }
void Start() { currentState = GetComponent <PostProcessingBehaviour>().profile = postProfileMain; }
// Use this for initialization void Start() { profile = GetComponent <PostProcessingBehaviour>().profile; }
void Start() { ppp = GetComponent <PostProcessingBehaviour>().profile = ppBloom; }
public static void ConvertColourGradingViaLUT(PostProcessProfile ppp, ColorGradingModel oldColorGradingSettings, PostProcessingProfile oldPPP) { var materialFactory = new MaterialFactory(); var uberShader = materialFactory.Get("Hidden/Post FX/Uber Shader"); uberShader.shaderKeywords = new string[0]; var cgc = new ColorGradingComponent(); cgc.Init(new PostProcessingContext { materialFactory = materialFactory }, oldColorGradingSettings); cgc.context.profile = oldPPP; cgc.Prepare(uberShader); var cg = ppp.AddSettings <ColorGrading>(); cg.gradingMode.value = GradingMode.LowDefinitionRange; cg.gradingMode.overrideState = true; var lut = cgc.model.bakedLut; /* * var textureFormat = TextureFormat.RGBAHalf; * if (!SystemInfo.SupportsTextureFormat(textureFormat)) * textureFormat = TextureFormat.ARGB32; * * var lutAsT2D = lut.GrabTexture(dontUseCopyTexture: true, format: textureFormat).GetPixels(); * * for (int i = 0; i < lutAsT2D.Length; i++) * { * lutAsT2D[i] = lutAsT2D[i].gamma; * } * * var newLut = new Texture2D(lut.width, lut.height, textureFormat, false, true); * newLut.SetPixels(lutAsT2D); * newLut.Apply(true, false); */ cg.ldrLut.value = lut;//newLut;//TextureCompositor.GPUDegamma(newLut, null, true); cg.ldrLut.overrideState = true; cg.ldrLutContribution.value = 1.0f; cg.ldrLutContribution.overrideState = true; var exposure = ppp.AddSettings <AutoExposure>(); exposure.eyeAdaptation.value = EyeAdaptation.Fixed; exposure.eyeAdaptation.overrideState = true; exposure.keyValue.value = 1.0f; exposure.keyValue.overrideState = true; }
public static PostProcessProfile Convert(PostProcessingProfile original) { var ppp = ScriptableObject.CreateInstance <PostProcessProfile>(); var ao = original.ambientOcclusion.settings; var aa = original.antialiasing.settings; var bloom = original.bloom.settings; var ca = original.chromaticAberration.settings; var cg = original.colorGrading.settings; var dof = original.depthOfField.settings; var dither = original.dithering.settings; var eye = original.eyeAdaptation.settings; var fog = original.fog.settings; var grain = original.grain.settings; var mb = original.motionBlur.settings; var ssr = original.screenSpaceReflection.settings; var lut = original.userLut.settings; var vignette = original.vignette.settings; // LUT is complex. Only works in ColorGrading if Mode is 'LDR' or 'External' // Not -quite- sure how to handle this (a new custom effect?) if (original.vignette.enabled) { ConvertVignetteSettings(ppp, vignette); } if (original.screenSpaceReflection.enabled) { ConvertReflectionSettings(ppp, ssr); } if (original.motionBlur.enabled) { ConvertMotionBlurSettings(ppp, mb); } if (original.grain.enabled) { ConvertGrainSettings(ppp, grain); } // Skipping fog - moved to another part of the profile. if (original.chromaticAberration.enabled) { ConvertChromaticAberrationSettings(ppp, ca); } if (original.depthOfField.enabled) { ConvertDepthOfFieldSettings(ppp, dof); } // Skipping dithering (no matching equivialent?) if (original.eyeAdaptation.enabled) { ConvertEyeAdaptionSettings(ppp, eye); } if (original.ambientOcclusion.enabled) { ConvertAmbientOcclusionSettings(ppp, ao); } // Skipping Anti-aliasing (rightfully this shouldn't be part of a profile.) if (original.bloom.enabled) { ConvertBloomSettings(ppp, bloom); } const bool haveOldShadersAvailable = false; if (original.colorGrading.enabled) { if (haveOldShadersAvailable) { ConvertColourGradingViaLUT(ppp, original.colorGrading, original); } else { ConvertColourGradingSettings(ppp, cg, lut); } } return(ppp); }
private void Start() { startPosition = Camera.main.gameObject.transform.position; startProfile = postPro.profile; }
void Start() { savedCarHealth = carHealth; if (!isGhost) { Instantiate(spawner, transform.position, Quaternion.identity); } impactTimer = hitImpactTimer; playerBody = transform.GetComponent <Rigidbody>(); playerBody.centerOfMass = new Vector3(0f, -0.5f, 0.3f); playerBody.maxAngularVelocity = 3f; //playerBody.maxDepenetrationVelocity = 1f; tempMaxSpeed = maxSpeed; isGrounded = false; if (controller == XboxController.First) { playerID = 1; } else if (controller == XboxController.Second) { playerID = 2; } else if (controller == XboxController.Third) { playerID = 3; } else if (controller == XboxController.Fourth) { playerID = 4; } tempForwardFriction = wheelColliders[0].forwardFriction.stiffness; tempSidewaysFriction = wheelColliders[0].sidewaysFriction.stiffness; CameraSetUp(); PostProcessingBehaviour behaviour = playerCam.GetComponent <PostProcessingBehaviour>(); if (behaviour.profile == null) { enabled = false; return; } m_Profile = Instantiate(behaviour.profile); behaviour.profile = m_Profile; ColorGradingModel.Settings colorSettings = m_Profile.colorGrading.settings; float saveSatValue = colorSettings.basic.saturation; if (isGhost) { colorSettings.basic.saturation = 0.3f; m_Profile.colorGrading.settings = colorSettings; } else { colorSettings.basic.saturation = saveSatValue; m_Profile.colorGrading.settings = colorSettings; } tempBoostTimer = boostTimer; boostSlider.minValue = 0; boostSlider.maxValue = boostTimer; //wheelColliders [0].ConfigureVehicleSubsteps (speedTreshold, stepsBelowTreshold, stepsAboveTreshold); }
void InGameUpdate() { if (pause_canvas == null) { if ((pause_canvas = GameObject.Find("Canvas")) != null) { pause_canvas.SetActive(false); } } if (ScoreText == null) { ScoreText = GameObject.Find("ScoreText").GetComponent <Text> (); } if (corruptionObject == null) { corruptionObject = GameObject.Find("Corruption"); } if (camera_effects == null) { if ((camera_effects = Camera.main.GetComponent <PostProcessingBehaviour> ().profile) != null) { RestartGraphicProfile(); } } if (Input.GetKeyDown(KeyCode.P) || Input.GetKeyDown(KeyCode.Escape) || Input.GetKeyDown("joystick button 7")) { game_state = GameState.PauseMenu; pause_canvas.SetActive(true); Time.timeScale = 0.0f; } if (corruption_level >= corruption_limit) { game_state = GameState.EndMenu; RestartGraphicProfile(); AudioManager.instance.StopMusic("BGM"); AudioManager.instance.StopMusic("BGM_Alternate"); AudioManager.instance.PlaySFX("BlueScreen"); SceneManager.LoadScene(3); } #if !UNITY_ANDROID // Glitches and some chromatic aberration aberration_sett.intensity = (corruption_level / corruption_limit) * 0.5f; camera_effects.chromaticAberration.settings = aberration_sett; // More glitches, dithering / grain grain_sett.intensity = (corruption_level / corruption_limit) * 0.5f; camera_effects.grain.settings = grain_sett; // Audio glitches, vignette, bloom vignette_sett.intensity = (corruption_level / corruption_limit) * 0.5f; camera_effects.vignette.settings = vignette_sett; bloom_set.bloom.intensity = (corruption_level / corruption_limit) * 1.25f; camera_effects.bloom.settings = bloom_set; #endif if ((corruption_level / corruption_limit) > 0.6f && changed_music == false) { AudioManager.instance.StopMusic("BGM"); AudioManager.instance.PlayMusic("BGM_Alternate"); changed_music = true; } if ((corruption_level / corruption_limit) > 0.8f) { corruptionObject.GetComponent <Animator> ().SetInteger("CorruptionAnim", 2); } if ((corruption_level / corruption_limit) > 0.85f) { corruptionObject.GetComponent <Animator> ().SetInteger("CorruptionAnim", 3); } if ((corruption_level / corruption_limit) > 0.9f) { corruptionObject.GetComponent <Animator> ().SetInteger("CorruptionAnim", 1); } ScoreText.text = score.ToString(); scoreTimer += Time.deltaTime; if (scoreTimer >= 1.0f) { score += 20; scoreTimer = 0; } // Graphical glitches /*if((corruption_level / corruption_limit) > 0.5f) { * // Starts at 5%, then scales up to 9% * if(Random.Range(0,100) < 10 * (int)(corruption_level / corruption_limit)) { * Destroy(Instantiate(,new Vector3(Random.Range(0,1440),Random.Range(0,1080),0.0f), Quaternion.identity), 2.0f); * } * }*/ }
public void ApplyPauseFilter() { currentProfile = postProcessingBehaviour.profile; postProcessingBehaviour.profile = pauseProfile; }
private void Start() { ppp = GetComponent <PostProcessingBehaviour>().profile; StartLevel(); }
private void Start() { _cam = Camera.main.transform; _postProcStack = GetComponent <PostProcessingBehaviour>().profile; }
private void Awake() { postProcessing = Camera.main.GetComponent <PostProcessingBehaviour>().profile; StartCoroutine(PlayEffect()); }
// Use this for initialization void Start() { FX = transform.GetComponent <PostProcessingBehaviour>(); startFX = transform.GetComponent <PostProcessingBehaviour>().profile; }
//public bool isEnabled; //UnityEvent toggleEvent; // Use this for initialization void Start() { ppProfile = GetComponent <PostProcessingBehaviour>().profile; cbProfile = GetComponent <Colorblind>(); }
void Start() { defaultZoom = myCamera.fieldOfView; defaultDOF = 5.9f; camFocusProfile = myCamera.GetComponent <PostProcessingBehaviour>().profile; }
public override void Action(int instanceId, string pathName, string resourceFile) { PostProcessingProfile profile = PostProcessingFactory.CreatePostProcessingProfileAtPath(pathName); ProjectWindowUtil.ShowCreatedAsset(profile); }
// Start is called before the first frame update void Awake() { postProcessingProfile = cameraGameObject.GetComponent <PostProcessingBehaviour>().profile; }
// Use this for initialization void Start() { PPbehavior = Camera.main.GetComponent <PostProcessingBehaviour>(); motionBlurScript = Camera.main.GetComponent <PostProcessingBehaviour>().profile; motionBlurText = this.gameObject.GetComponent <TextMeshProUGUI>(); }
// Use this for initialization void Start() { cam = Camera.main.GetComponent <PostProcessingBehaviour>();; player = GameObject.Find("Buto_Exploration").transform; profileHolder = cam.profile; }
// Use this for initialization private void Start() { _postProcessingProfile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; _mainCamera = Camera.main.transform; }
// Called after all other update functions have been called void LateUpdate() { if (!GameMaster.Instance.UIMode) { float horizontal = Input.GetAxisRaw("Mouse X") * horizontalSensitivity; //* float vertical = Input.GetAxisRaw("Mouse Y") * verticalSensitivity * -1; //* int layerMask = 1 << GameMaster.Instance.CustomizationManager.Office.OfficeItemLayer | 1 << 2; layerMask = ~layerMask; switch (CameraMode) { case CameraMode.ThirdPerson: { Vector3 targetPosition; Vector3 currentEulerAngles = targetController.transform.rotation.eulerAngles; float currentXAngle = currentEulerAngles.x; Quaternion newRotation; Vector3 newPosition; RaycastHit wallHit; float offsetX; targetController.transform.position = Target.position + (Target.up * OffsetY); if ((currentXAngle % 360) > 180) { currentXAngle = currentXAngle - 360; } currentXAngle = Mathf.Clamp(currentXAngle + vertical, minTargetAngle, maxTargetAngle); newRotation = Quaternion.Euler(new Vector3(currentXAngle, currentEulerAngles.y + horizontal, 0)); targetController.transform.rotation = newRotation; if (ThirdPersonOverShoulder) { offsetX = OffsetX; Vector3 tempOrigin = targetController.transform.position; tempOrigin.y = (tempOrigin - (newRotation * Offset)).y; if (Physics.SphereCast(tempOrigin, physicsSphereRadius, targetController.transform.right, out wallHit, OffsetX, layerMask)) { float modifier = physicsSphereRadius - (physicsSphereRadius * (wallHit.distance / OffsetX)); offsetX = wallHit.distance - modifier; } targetPosition = targetController.transform.position + (targetController.transform.right * offsetX); } else { targetPosition = targetController.transform.position; } //New position of the camera before taking collision into account: newPosition = targetPosition - (newRotation * Offset); //<Quaternion> * <Vector3> applies the rotation (Quaternion) to the Vector3. Not sure how this works... //Check for collision: if (Physics.SphereCast(targetPosition, physicsSphereRadius, targetController.transform.forward * -1, out wallHit, Vector3.Distance(targetPosition, newPosition), layerMask)) { newPosition = (wallHit.point + (wallHit.normal * physicsSphereRadius)); //Set the camera's new position to the point where the sphere touched the wall, then a bit away from it } transform.position = newPosition; transform.LookAt(targetPosition); break; } case CameraMode.FirstPerson: { Vector3 targetControllerPosition = Target.gameObject.GetComponent <PlayerController>().HeadTransform.position; targetControllerPosition.y += Target.gameObject.GetComponent <PlayerController>().HeadTransform.gameObject.GetComponent <SphereCollider>().radius; Vector3 targetPosition; Vector3 currentEulerAngles = targetController.transform.rotation.eulerAngles; float currentXAngle = currentEulerAngles.x; Quaternion newRotation; Vector3 newPosition; targetController.transform.position = targetControllerPosition; if ((currentXAngle % 360) > 180) { currentXAngle = currentXAngle - 360; } currentXAngle = Mathf.Clamp(currentXAngle + vertical, maxTargetAngle * -1, minTargetAngle * -1); newRotation = Quaternion.Euler(new Vector3(currentXAngle, currentEulerAngles.y + horizontal, 0)); targetController.transform.rotation = newRotation; targetPosition = targetController.transform.position; //New position of the camera before taking collision into account: newPosition = targetPosition; ////Check for collision: //if (Physics.SphereCast(targetPosition, physicsSphereRadius, targetController.transform.forward * -1, out wallHit, Vector3.Distance(targetPosition, newPosition), layerMask)) // newPosition = (wallHit.point + (wallHit.normal * physicsSphereRadius)); //Set the camera's new position to the point where the sphere touched the wall, then a bit away from it transform.position = newPosition; transform.rotation = targetController.transform.rotation; break; } } if (UseDOF) { RaycastHit hit; PostProcessingProfile postProfile = GetComponent <PostProcessingBehaviour>().profile; DepthOfFieldModel.Settings dofsettings = postProfile.depthOfField.settings; if (Physics.Raycast(transform.position, transform.forward, out hit)) { dofsettings.focusDistance = hit.distance; postProfile.depthOfField.enabled = true; } else { postProfile.depthOfField.enabled = false; } postProfile.depthOfField.settings = dofsettings; } } }