Inheritance: MonoBehaviour
Example #1
0
        public void Initialize()
        {
            loaded = true;
            glControl.CreateControl();
            HeadPoints.Initialize(HeadPointsCount);
            HeadPoints.RenderCamera = camera;
            HeadPoints.GenerateSphere(0.3f, 5, 5);

            idleShader = new ShaderController("idle.vs", "idle.fs");
            idleShader.SetUniformLocation("u_UseTexture");
            idleShader.SetUniformLocation("u_Color");
            idleShader.SetUniformLocation("u_Texture");
            idleShader.SetUniformLocation("u_BrushMap");
            idleShader.SetUniformLocation("u_TransparentMap");
            idleShader.SetUniformLocation("u_World");
            idleShader.SetUniformLocation("u_WorldView");
            idleShader.SetUniformLocation("u_ViewProjection");
            idleShader.SetUniformLocation("u_LightDirection");

            blendShader = new ShaderController("blending.vs", "blending.fs");
            blendShader.SetUniformLocation("u_Texture");
            blendShader.SetUniformLocation("u_BaseTexture");
            blendShader.SetUniformLocation("u_BlendDirectionX");

            LoadModel(ProgramCore.DefaultIsSmile);

            SetupViewport(glControl);

            windowInfo          = Utilities.CreateWindowsWindowInfo(renderPanel.Handle);
            graphicsContext     = new GraphicsContext(GraphicsMode.Default, windowInfo);
            renderPanel.Resize += (sender, args) => graphicsContext.Update(windowInfo);
            glControl.Context.MakeCurrent(glControl.WindowInfo);

            RenderTimer.Start();
        }
 void Start()
 {
     player           = GameObject.FindGameObjectWithTag("Player");
     playerPos        = GameObject.FindGameObjectWithTag("Player").transform;
     shaderController = player.GetComponent <ShaderController>();
     lightPos         = this.transform;
 }
Example #3
0
        private bool DrawToTexture(ShaderController shader, int textureId)
        {
            //GL.BindTexture(TextureTarget.Texture2D, oldTextureId);
            DrawQuad(1f, 1f, 1f, 1f);
            GL.BlendFunc(BlendingFactorSrc.SrcAlpha, BlendingFactorDest.OneMinusSrcAlpha);
            GL.Enable(EnableCap.Blend);

            shader.Begin();

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, headTextureId);
            shader.UpdateUniform("u_Texture", 0);

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, textureId);
            shader.UpdateUniform("u_BaseTexture", 1);

            shader.UpdateUniform("u_BlendDirectionX", HeadMesh.HeadAngle >= 0 ? 1.0f : -1.0f);

            HeadMesh.DrawToTexture(textureId);

            shader.End();
            GL.Disable(EnableCap.Blend);
            return(true);
        }
Example #4
0
 protected virtual void PerformPlay(ShaderController shaderController, float intensityMultiplier)
 {
     shaderController.RevertToInitialValueAfterEnd = RevertToInitialValueAfterEnd;
     if (Mode == Modes.OneTime)
     {
         shaderController.OneTimeDuration  = FeedbackDuration;
         shaderController.OneTimeAmplitude = OneTimeAmplitude;
         shaderController.OneTimeCurve     = OneTimeCurve;
         if (NormalPlayDirection)
         {
             shaderController.OneTimeRemapMin = OneTimeRemapMin * intensityMultiplier;
             shaderController.OneTimeRemapMax = OneTimeRemapMax * intensityMultiplier;
         }
         else
         {
             shaderController.OneTimeRemapMin = OneTimeRemapMax * intensityMultiplier;
             shaderController.OneTimeRemapMax = OneTimeRemapMin * intensityMultiplier;
         }
         shaderController.OneTime();
     }
     if (Mode == Modes.ToDestination)
     {
         shaderController.ToColor               = ToDestinationColor;
         shaderController.ToDestinationCurve    = ToDestinationCurve;
         shaderController.ToDestinationDuration = FeedbackDuration;
         shaderController.ToDestinationValue    = ToDestinationValue;
         shaderController.ToDestination();
     }
 }
    void Start()
    {
        objRend   = new List <Renderer>();
        enemyList = new List <GameObject>();

        sphereCast = new SphereCast();



        player     = GameObject.FindGameObjectWithTag("Player");
        spawns     = GameObject.FindGameObjectsWithTag("Spawner").ToList();
        sphereCast = player.GetComponent <SphereCast>();
        //enemyRender = GameObject.FindGameObjectWithTag("Inimigo");


        //objMesh = GameObject.FindGameObjectWithTag("HideObj");
        //objRend = objMesh.GetComponent<Renderer>();

        //obsList = GameObject.FindGameObjectsWithTag("Toten").ToList();
        enemyList = GameObject.FindGameObjectsWithTag("Inimigo").ToList();

        totenRend = GetComponent <Renderer>();
        totenRend.material.shader = Shader.Find("Toon/Lit Dissolve DoubleTex");


        shaderController = player.GetComponent <ShaderController>();

        for (int i = 0; i < spawns.Count; i++)
        {
            handText = spawns[i].GetComponent <HandleTextFile>();
        }


        //if (SaveLoadGame.instance.deuLoad == true)
        //{
        //    obsList[tottenAtual].GetComponent<Renderer>().material = material[1];
        //}

        //for (int j = 0; j < enemyList.Count; j++)
        //{
        //    matEnemy = enemyList[j].GetComponent<EnemyMatCtrl>();
        //}

        //for (int j = 0; j < obsList.Count; j++)
        //{
        //    obsList[j].GetComponent<Renderer>().sharedMaterial = material[0];
        //}

        //for (int j = 0; j < enemyList.Count; i++)
        //{
        //    enemyRender = enemyList[j]
        //}
        //rendEnemy = GetComponent<Renderer>();
        //rendEnemy.material.shader = Shader.Find("Toon/Lit Dissolve");

        //rend = GetComponent<Renderer>();
        //rend.material.shader = Shader.Find("Toon/Lit Dissolve Appear");
    }
Example #6
0
        public FractalWindow(RectangleF Rect) : base(Rect)
        {
            Controller = new ShaderController((int)Rect.Width, (int)Rect.Height);
            Controller.fractalWindow = this;
            Controller.camera3D      = new Camera3d(new Vector3(0, 3, -3) * 200, Rect, this);
            //Controller.projectionMatrix = Matrix4.CreateOrthographicOffCenter(0, Rect.Width, Rect.Height, 0, 1f, -1f);
            //Controller.projectionMatrix = ;
            ScrollEvent += Scroll;

            DragEvent += Drag;
        }
Example #7
0
 protected virtual void PerformReset(ShaderController shaderController)
 {
     shaderController.OneTimeDuration              = _oneTimeDurationStorage;
     shaderController.OneTimeAmplitude             = _oneTimeAmplitudeStorage;
     shaderController.OneTimeCurve                 = _oneTimeCurveStorage;
     shaderController.OneTimeRemapMin              = _oneTimeRemapMinStorage;
     shaderController.OneTimeRemapMax              = _oneTimeRemapMaxStorage;
     shaderController.ToDestinationCurve           = _toDestinationCurveStorage;
     shaderController.ToDestinationDuration        = _toDestinationDurationStorage;
     shaderController.ToDestinationValue           = _toDestinationValueStorage;
     shaderController.RevertToInitialValueAfterEnd = _revertToInitialValueAfterEndStorage;
 }
Example #8
0
        public void Draw(ShaderController shader)
        {
            if (!IsVisible)
            {
                return;
            }

            var useTextures = Vector3.Zero;
            var useTexture  = ProgramCore.MainForm.ctrlRenderControl.UseTexture;

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, Material.TransparentTexture);
            shader.UpdateUniform("u_TransparentMap", 1);
            useTextures.Y = Material.TransparentTexture;
            //shader.UpdateUniform("u_UseTransparent", (float)Material.TransparentTexture);

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, Material.Texture);
            shader.UpdateUniform("u_Texture", 0);

            if (useTexture)     // заказ старичка. что типа проги не отрабатывают текстуры (которые 3д печать) и надо со всего убрать
            {
                shader.UpdateUniform("u_Color", Material.DiffuseColor);
                useTextures.X = Material.Texture;
            }
            //shader.UpdateUniform("u_UseTexture", useTexture ? (float)Material.Texture : 0);

            shader.UpdateUniform("u_UseTexture", useTextures);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);

            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, new IntPtr(0));
            GL.NormalPointer(NormalPointerType.Float, Vertex.Stride, new IntPtr(Vector3.SizeInBytes));
            GL.TexCoordPointer(2, TexCoordPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes));
            GL.ColorPointer(4, ColorPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes + Vector2.SizeInBytes));

            GL.DrawRangeElements(PrimitiveType.Triangles, 0, NumIndices, NumIndices, DrawElementsType.UnsignedInt, new IntPtr(0));

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.NormalArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.ColorArray);
        }
Example #9
0
    //// Use this for initialization
    void Start()
    {
        //jogador = GetComponent<Jogador>();
        handleList = new List <GameObject>();

        handle     = GameObject.FindGameObjectWithTag("Spawner");
        handleList = GameObject.FindGameObjectsWithTag("Spawner").ToList();
        shaderCtrl = GetComponent <ShaderController>();

        for (int i = 0; i < handleList.Count; i++)
        {
            handText = handleList[i].GetComponent <HandleTextFile>();
        }
    }
Example #10
0
    private void HandleActivationGroup(GameObject go, ActivationController myAC, ShaderController mySC)
    {
        mySC.shouldColor    = false;
        mySC.shouldVertex   = false;
        mySC.shouldDissolve = false;
        mySC.shouldSize     = false;

        switch (myAC.myGroup)
        {
        case ActivationController.Group.Zero:
            masterObjectList[0].Add(go);
            break;

        case ActivationController.Group.One:
            masterObjectList[1].Add(go);
            break;

        case ActivationController.Group.Two:
            masterObjectList[2].Add(go);
            break;

        case ActivationController.Group.Three:
            masterObjectList[3].Add(go);
            break;

        case ActivationController.Group.Four:
            masterObjectList[4].Add(go);
            break;

        case ActivationController.Group.Five:
            masterObjectList[5].Add(go);
            break;

        case ActivationController.Group.Six:
            masterObjectList[6].Add(go);
            break;

        case ActivationController.Group.Seven:
            masterObjectList[7].Add(go);
            break;

        case ActivationController.Group.Eight:
            masterObjectList[8].Add(go);
            break;

        case ActivationController.Group.Nine:
            masterObjectList[9].Add(go);
            break;
        }
    }
Example #11
0
    // Start is called before the first frame update
    void Start()
    {
        //Debug.Log(onset_array);
        //rend = GetComponent<Renderer>();
        LoadGameData();
        audioSource = GetComponent <AudioSource>();

        for (int i = 0; i < 10; i++)
        {
            masterObjectList.Add(new List <GameObject>());
        }
        Debug.Log(masterObjectList);


        GameObject[] allObjects = UnityEngine.Object.FindObjectsOfType <GameObject>();
        foreach (GameObject go in allObjects)
        {
            ActivationController myAC = go.GetComponent <ActivationController>();
            ShaderController     mySC = go.GetComponent <ShaderController>();

            if (go.tag == "Tree" && myAC)
            {
                HandleTreeActivationGroup(go, myAC);
                continue;
            }

            if (myAC && mySC && go.activeInHierarchy)
            {
                HandleActivationGroup(go, myAC, mySC);
            }
        }

        Debug.Log("GROUP ZER0:");
        foreach (GameObject go in masterObjectList[0])
        {
            Debug.Log(go);
        }

        Debug.Log("GROUP One:");
        foreach (GameObject go in masterObjectList[1])
        {
            Debug.Log(go);
        }

        //Debug.Log("GROUP Two:");
        //foreach (GameObject go in masterObjectList[2])
        //    Debug.Log(go);
    }
Example #12
0
        protected override void LoadContent()
        {
            blockTexture2 = Game.Content.Load <Texture2D>("Textures/block_2");
            blockTexture  = Game.Content.Load <Texture2D>("Textures/block");
            gemTexture    = Game.Content.Load <Texture2D>("Textures/gem");

            shader = new ShaderController(Game.GraphicsDevice, this);
            shader.Initialize();

            sound       = Game.Content.Load <SoundEffect>("Sound/gem");
            spriteBatch = new SpriteBatch(GraphicsDevice);
            background.LoadContent(Game.Content);
            font = Game.Content.Load <SpriteFont>("Fonts/gameFont");

            healthTexture    = Game.Content.Load <Texture2D>("Textures/health");
            enemyRunTexture  = Game.Content.Load <Texture2D>("Enemy/run");
            enemyIdleTexture = Game.Content.Load <Texture2D>("Enemy/idle");
        }
    // Use this for initialization
    void Start()
    {
        totenList = new List <GameObject>();
        //totenList = new List<GameObject>();
        rend = new List <Renderer>();

        player  = GameObject.FindGameObjectWithTag("Player");
        objects = GameObject.FindGameObjectWithTag("Toten");

        controllMat = objects.GetComponent <ControllMaterial>();

        totenList = GameObject.FindGameObjectsWithTag("Toten").ToList();
        //totenList = GameObject.FindGameObjectsWithTag("Toten").ToList();
        //rend = obsHideList.GetComponent<Renderer>();
        shaderController = player.GetComponent <ShaderController>();

        //rend. sharedMaterial = material[0];
    }
Example #14
0
    // Use this for initialization
    void Start()
    {
        sphereCast = new SphereCast();
        spawmList  = GameObject.FindGameObjectsWithTag("Spawner").ToList();

        listFonts = GameObject.FindGameObjectsWithTag("LifePoint").ToList();
        //lifeFountain = fountain.GetComponentInChildren<LifeFountain>();

        shaderCtrl = this.gameObject.GetComponent <ShaderController>();

        Player        = GameObject.FindGameObjectWithTag("Player");
        mover         = GetComponent <CharacterController>();
        camController = cam.gameObject.GetComponent <CameraController>();
        healthBar     = gameObject.GetComponent <HealthBarPlayer>();
        sphereCast    = Player.GetComponent <SphereCast>();

        for (int i = 0; i < listFonts.Count; i++)
        {
            lifeFountain = listFonts[i].GetComponent <LifeFountain>();
        }
    }
Example #15
0
        public void Draw(ShaderController shader)
        {
            if (!IsVisible)
            {
                return;
            }

            GL.ActiveTexture(TextureUnit.Texture1);
            GL.BindTexture(TextureTarget.Texture2D, Material.TransparentTexture);
            shader.UpdateUniform("u_TransparentMap", 1);
            shader.UpdateUniform("u_UseTransparent", (float)Material.TransparentTexture);

            GL.ActiveTexture(TextureUnit.Texture0);
            GL.BindTexture(TextureTarget.Texture2D, Material.Texture);
            shader.UpdateUniform("u_Texture", 0);
            shader.UpdateUniform("u_Color", Material.DiffuseColor);
            shader.UpdateUniform("u_UseTexture", (float)Material.Texture);

            GL.EnableClientState(ArrayCap.VertexArray);
            GL.EnableClientState(ArrayCap.NormalArray);
            GL.EnableClientState(ArrayCap.TextureCoordArray);
            GL.EnableClientState(ArrayCap.ColorArray);
            GL.BindBuffer(BufferTarget.ArrayBuffer, VertexBuffer);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, IndexBuffer);

            GL.VertexPointer(3, VertexPointerType.Float, Vertex.Stride, new IntPtr(0));
            GL.NormalPointer(NormalPointerType.Float, Vertex.Stride, new IntPtr(Vector3.SizeInBytes));
            GL.TexCoordPointer(2, TexCoordPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes));
            GL.ColorPointer(4, ColorPointerType.Float, Vertex.Stride, new IntPtr(2 * Vector3.SizeInBytes + Vector2.SizeInBytes));

            GL.DrawRangeElements(PrimitiveType.Triangles, 0, NumIndices, NumIndices, DrawElementsType.UnsignedInt, new IntPtr(0));

            GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
            GL.BindBuffer(BufferTarget.ElementArrayBuffer, 0);
            GL.DisableClientState(ArrayCap.VertexArray);
            GL.DisableClientState(ArrayCap.NormalArray);
            GL.DisableClientState(ArrayCap.TextureCoordArray);
            GL.DisableClientState(ArrayCap.ColorArray);
        }
Example #16
0
    void Start()
    {
        firstPos = transform.position;
        //GameManager.isReborn += ResetPos;
        shaderCtrlObj = GameObject.FindGameObjectWithTag("ShaderController");
        goal          = GameObject.FindGameObjectWithTag("Goal");
        shaderCtrl    = (ShaderController)shaderCtrlObj.GetComponent(typeof(ShaderController));

        m_camera = GetComponent <Camera>();
        m_camera.backgroundColor = new Color(.266f, .286f, .282f, 1);

        player = FindObjectOfType <FirstPersonController> ();


        rotationPoint = new Vector3(0, 0, 0);


        // for(int i = 0; i < colorsArray.Length; i++) {
        //  colorsArray[i] = Color.HSVToRGB(.2f, 0.9f, .8f);;
        // }
        //transform.position = (transform.position - rotationPoint).normalized * radius + rotationPoint;
    }
Example #17
0
        public Bitmap RenderToTexture(int textureId, int textureWidth, int textureHeight, ShaderController shader, bool useAlpha = false)
        {
            graphicsContext.MakeCurrent(windowInfo);
            renderPanel.Size = new Size(textureWidth, textureHeight);
            GL.Viewport(0, 0, textureWidth, textureHeight);

            GL.ClearColor(0.0f, 0.0f, 0.0f, 0.0f);
            GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);

            GL.MatrixMode(MatrixMode.Projection);
            GL.PushMatrix();
            GL.LoadIdentity();
            GL.MatrixMode(MatrixMode.Modelview);
            GL.LoadIdentity();

            GL.Enable(EnableCap.Texture2D);
            GL.DepthMask(false);

            DrawToTexture(shader, textureId);

            GL.DepthMask(true);
            GL.BindTexture(TextureTarget.Texture2D, 0);
            GL.MatrixMode(MatrixMode.Projection);
            GL.PopMatrix();

            var result = GrabScreenshot(string.Empty, textureWidth, textureHeight, useAlpha);

            glControl.Context.MakeCurrent(glControl.WindowInfo);
            SetupViewport(glControl);
            return(result);
        }
 void Start()
 {
     m_shaderController = this.GetComponent <ShaderController>();
 }
Example #19
0
    void OnGUI()
    {
        shaderController = FindObjectOfType(typeof(ShaderController)) as ShaderController;

        GUI.Label(new Rect(10, 40, 1000, 20), "Press Q to enable sliders - (NOTE: Each slider affects every forcefield at the same time");

        if(shaderController.customInput)
        {
            rimPowerSlider = GUI.HorizontalSlider(new Rect(25,125,150,30), rimPowerSlider, 0.0F, 2.0F);
            GUI.Label(new Rect(200, 120, 1000, 20), "Rim Power");
            GUI.Label(new Rect(400, 120, 1000, 20), "" + rimPowerSlider);

            innerOuterSlider = GUI.HorizontalSlider(new Rect(25,155,150,30), innerOuterSlider, 0.0F, 1F);
            GUI.Label(new Rect(200, 150, 1000, 20), "Inner / Outer Glow");
            GUI.Label(new Rect(400, 150, 1000, 20), "" + innerOuterSlider);

            rimWidthSlider = GUI.HorizontalSlider(new Rect(25,185,150,30), rimWidthSlider, 0.0F, 0.99F);
            GUI.Label(new Rect(200, 180, 1000, 20), "Rim Width");
            GUI.Label(new Rect(400, 180, 1000, 20), "" + rimWidthSlider);

            bumpSlider = GUI.HorizontalSlider(new Rect(25,215,150,30), bumpSlider, 1.0F, 20.0F);
            GUI.Label(new Rect(200, 210, 1000, 20), "Bump Scale");
            GUI.Label(new Rect(400, 210, 1000, 20), "" + bumpSlider);

            refracPowSlider = GUI.HorizontalSlider(new Rect(25,245,150,30), refracPowSlider, 0.0F, 2.0F);
            GUI.Label(new Rect(200, 240, 1000, 20), "Refraction Power");
            GUI.Label(new Rect(400, 240, 1000, 20), "" + refracPowSlider);

            refractionHardnessSlider = GUI.HorizontalSlider(new Rect(25,275,150,30), refractionHardnessSlider, 0.0F, 1.0F);
            GUI.Label(new Rect(200, 270, 1000, 20), "Refraction Hardness");
            GUI.Label(new Rect(400, 270, 1000, 20), "" + refractionHardnessSlider);

            refractionReflectSlider = GUI.HorizontalSlider(new Rect(25,305,150,30), refractionReflectSlider, 0.0F, 1.0F);
            GUI.Label(new Rect(200, 300, 1000, 20), "Refraction Reflection");
            GUI.Label(new Rect(400, 300, 1000, 20), "" + refractionReflectSlider);

            rotateSlider = GUI.HorizontalSlider(new Rect(25,335,150,30), rotateSlider, 0.0F, 5.0F);
            GUI.Label(new Rect(200, 330, 1000, 20), "Texture Rotation Speed");
            GUI.Label(new Rect(400, 330, 1000, 20), "" + rotateSlider);

            sliceSlider = GUI.HorizontalSlider(new Rect(25,365,150,30), sliceSlider, 0.0F, 1.0F);
            GUI.Label(new Rect(200, 360, 1000, 20), "Slice");
            GUI.Label(new Rect(400, 360, 1000, 20), "" + sliceSlider);

            colorSlider.r = GUI.HorizontalSlider(new Rect(25,405,150,10), colorSlider.r, 0.0F, 1.0F); //Label with Red Color
            GUI.Label(new Rect(200, 400, 1000, 20), "Red Color");
            GUI.Label(new Rect(400, 400, 1000, 20), "" + colorSlider.r);
            colorSlider.g = GUI.HorizontalSlider(new Rect(25,425,150,10), colorSlider.g, 0.0F, 1.0F); //Label with Green Color
            GUI.Label(new Rect(200, 420, 1000, 20), "Green Color");
            GUI.Label(new Rect(400, 420, 1000, 20), "" + colorSlider.g);
            colorSlider.b = GUI.HorizontalSlider(new Rect(25,445,150,10), colorSlider.b, 0.0F, 1.0F); //Label with Blue Color
            GUI.Label(new Rect(200, 440, 1000, 20), "Blue Color");
            GUI.Label(new Rect(400, 440, 1000, 20), "" + colorSlider.b);
            colorSlider.a = GUI.HorizontalSlider(new Rect(25,465,150,10), colorSlider.a, 0.0F, 1.0F); //Label with Blue Color
            GUI.Label(new Rect(200, 460, 1000, 20), "Alpha");
            GUI.Label(new Rect(400, 460, 1000, 20), "" + colorSlider.a);

            rimColorSlider.r = GUI.HorizontalSlider(new Rect(25,505,150,10), rimColorSlider.r, 0.0F, 1.0F); //Label with Red Color
            GUI.Label(new Rect(200, 500, 1000, 20), "Rim Red Color");
            GUI.Label(new Rect(400, 500, 1000, 20), "" + rimColorSlider.r);
            rimColorSlider.g = GUI.HorizontalSlider(new Rect(25,525,150,10), rimColorSlider.g, 0.0F, 1.0F); //Label with Green Color
            GUI.Label(new Rect(200, 520, 1000, 20), "Rim Green Color");
            GUI.Label(new Rect(400, 520, 1000, 20), "" + rimColorSlider.g);
            rimColorSlider.b = GUI.HorizontalSlider(new Rect(25,545,150,10), rimColorSlider.b, 0.0F, 1.0F); //Label with Blue Color
            GUI.Label(new Rect(200, 540, 1000, 20), "Rim Blue Color");
            GUI.Label(new Rect(400, 540, 1000, 20), "" + rimColorSlider.b);
        }
    }
 // Start is called before the first frame update
 void Start()
 {
     controller = GetComponent <ShaderController>();
     controller.Initialize(GetComponent <Image>());
 }