// Use this for initialization void Start() { GameManager.Instance.CameraFollow = this; _transform = GetComponent <Transform>(); _sepiaEffect = GetComponent <SepiaTone>(); _playerInput = FindObjectOfType <Player_InputController>(); _sepiaEffect.enabled = false; _camera = GetComponent <Camera>(); }
// Use this for initialization void Start() { StartCoroutine(FadeOut()); destroyed = false; nailCounter = 30; NailText.text = " Screws: " + nailCounter; Cursor.visible = false; nitrousCounter = 100f; Player = GameObject.FindGameObjectWithTag("Player").GetComponent <AircraftVisual>(); Sepia = this.GetComponent <SepiaTone>(); MotionBlur = this.GetComponent <MotionBlur>(); }
protected override Pixbuf Process(Pixbuf input, Cms.Profile input_profile) { SepiaTone sepia = new SepiaTone(input, input_profile); return(sepia.Adjust()); }
protected override Pixbuf Process (Pixbuf input, Cms.Profile input_profile) { SepiaTone sepia = new SepiaTone (input, input_profile); return sepia.Adjust (); }
// Use this for initialization void Start() { manager = GameObject.FindWithTag("GameController"); if (numberOfCameras > 3) { cameras = GameObject.FindGameObjectsWithTag("MainCamera"); } else { cameras = new GameObject[numberOfCameras]; if (numberOfCameras == 3) { cameras[0] = startCamera; cameras[1] = secondCamera; cameras[2] = lastCamera; } else if (numberOfCameras == 1) { cameras[0] = startCamera; } Grays = new List <Grayscale>(); Sepias = new List <SepiaTone>(); Blooms = new List <Bloom>(); Fogs = new List <GlobalFog>(); Antis = new List <Antialiasing>(); DOFs = new List <DepthOfField>(); Fishes = new List <Fisheye>(); Shafts = new List <SunShafts>(); foreach (var item in cameras) { item.AddComponent <Grayscale>(); Grayscale gs = item.GetComponent <Grayscale>(); Grayscale mgs = manager.GetComponent <Grayscale>(); gs.shader = mgs.shader; gs.rampOffset = mgs.rampOffset; Grays.Add(gs); item.AddComponent <SepiaTone>(); SepiaTone st = item.GetComponent <SepiaTone>(); st.shader = manager.GetComponent <SepiaTone>().shader; Sepias.Add(st); item.AddComponent <Bloom>(); //print(name + " " + item.name); Bloom bm = item.GetComponent <Bloom>(); Bloom mbm = manager.GetComponent <Bloom>(); bm.blurAndFlaresShader = mbm.blurAndFlaresShader; bm.brightPassFilterShader = mbm.brightPassFilterShader; bm.lensFlareShader = mbm.lensFlareShader; bm.screenBlendShader = mbm.screenBlendShader; bm.bloomThreshold = mbm.bloomThreshold; bm.bloomIntensity = mbm.bloomIntensity; Blooms.Add(bm); item.AddComponent <GlobalFog>(); GlobalFog gf = item.GetComponent <GlobalFog>(); GlobalFog mgf = manager.GetComponent <GlobalFog>(); gf.fogShader = mgf.fogShader; gf.excludeFarPixels = mgf.excludeFarPixels; gf.height = mgf.height; gf.heightDensity = mgf.heightDensity; gf.startDistance = mgf.startDistance; Fogs.Add(gf); item.AddComponent <Antialiasing>(); Antialiasing ai = item.GetComponent <Antialiasing>(); Antialiasing mai = manager.GetComponent <Antialiasing>(); ai.shaderFXAAIII = mai.shaderFXAAIII; ai.ssaaShader = mai.ssaaShader; ai.edgeSharpness = mai.edgeSharpness; ai.shaderFXAAII = mai.shaderFXAAII; ai.shaderFXAAPreset2 = mai.shaderFXAAPreset2; ai.shaderFXAAPreset3 = mai.shaderFXAAPreset3; ai.dlaaShader = mai.dlaaShader; ai.nfaaShader = mai.nfaaShader; Antis.Add(ai); item.AddComponent <DepthOfField>(); DepthOfField dof = item.GetComponent <DepthOfField>(); DepthOfField mdof = manager.GetComponent <DepthOfField>(); dof.dofHdrShader = mdof.dofHdrShader; dof.dx11BokehShader = mdof.dx11BokehShader; dof.focalSize = mdof.focalSize; dof.aperture = mdof.aperture; dof.focalTransform = transform; DOFs.Add(dof); item.AddComponent <Fisheye>(); Fisheye fe = item.GetComponent <Fisheye>(); Fisheye mfe = manager.GetComponent <Fisheye>(); fe.fishEyeShader = mfe.fishEyeShader; fe.strengthX = mfe.strengthX; fe.strengthY = mfe.strengthY; Fishes.Add(fe); item.AddComponent <SunShafts>(); SunShafts ss = item.GetComponent <SunShafts>(); SunShafts mss = manager.GetComponent <SunShafts>(); ss.simpleClearShader = mss.simpleClearShader; ss.sunShaftsShader = mss.sunShaftsShader; ss.sunShaftIntensity = mss.sunShaftIntensity; ss.radialBlurIterations = mss.radialBlurIterations; ss.maxRadius = mss.maxRadius; ss.radialBlurIterations = mss.radialBlurIterations; ss.resolution = mss.resolution; ss.screenBlendMode = mss.screenBlendMode; ss.sunColor = mss.sunColor; ss.sunShaftBlurRadius = mss.sunShaftBlurRadius; ss.sunThreshold = mss.sunThreshold; ss.sunTransform = mss.sunTransform; ss.useDepthTexture = mss.useDepthTexture; Shafts.Add(ss); } foreach (Grayscale item in Grays) { item.enabled = false; } foreach (SepiaTone item in Sepias) { item.enabled = false; } foreach (Bloom item in Blooms) { item.enabled = false; } foreach (GlobalFog item in Fogs) { item.enabled = false; } foreach (DepthOfField item in DOFs) { item.enabled = false; } foreach (Antialiasing item in Antis) { item.enabled = false; } foreach (Fisheye item in Fishes) { item.enabled = false; } foreach (SunShafts item in Shafts) { item.enabled = false; } } curentKeyIndex = 0; if (SceneManager.GetActiveScene().buildIndex != 0) { setTop(); } }