private void Update() { VignetteModel vignettePost = postProcessing.m_Vignette.model; if (vignettePost == null || !VRConfig.configUseVignetteWhenMoving.Value) { return; } targetIntensity = GetVignetteIntensityForVelocityPerGamestate(); VignetteModel.Settings newSettings = vignettePost.settings; // Lerp to vignette intensity. Ramp up faster and ramp down slower. if (newSettings.intensity <= targetIntensity) { newSettings.intensity = Mathf.Lerp(vignettePost.settings.intensity, targetIntensity, 20f * Time.deltaTime); } else { newSettings.intensity = Mathf.Lerp(vignettePost.settings.intensity, targetIntensity, 8f * Time.deltaTime); } vignettePost.settings = newSettings; }
private IEnumerator LerpCR() { GetComponent <CameraFollow>().FocusOnPlayer(); float currentTime = 0f; while (currentTime < duration) { VignetteModel vignet = ppp.vignette; VignetteModel.Settings newVignette = vignet.settings; newVignette.intensity = Mathf.Lerp(1f, 0f, currentTime / duration); newVignette.smoothness = Mathf.Lerp(1f, 0f, currentTime / duration); vignet.settings = newVignette; GrainModel grain = ppp.grain; GrainModel.Settings newGrain = grain.settings; newGrain.intensity = Mathf.Lerp(1f, 0f, currentTime / duration); newGrain.size = Mathf.Lerp(3f, 1f, currentTime / duration); newGrain.luminanceContribution = Mathf.Lerp(0f, 1f, currentTime / duration); grain.settings = newGrain; currentTime += Time.deltaTime; yield return(null); } }
private void Start() { prevFrameDrunkLvl = drunkValToDrunkLvl(flowchart.GetIntegerVariable("drunkLvl")); blur = mainCamera.GetComponent <BlurOptimized>(); var postProcessingBehaviour = mainCamera.GetComponent <PostProcessingBehaviour>(); chromaticAberration = postProcessingBehaviour.profile.chromaticAberration; chromaticAberration.enabled = false; SetChromaticAberrationIntensity(0f); vignette = postProcessingBehaviour.profile.vignette; vignette.enabled = false; SetVignetteIntensity(0f); var s = vignette.settings; s.smoothness = defaultVignetteSmoothness; s.roundness = defaultVignetteRoundness; vignette.settings = s; if (girl != null) { girl.key = "plump"; } }
IEnumerator save_Vignette() { yield return(new WaitForEndOfFrame()); for (int a = 0; a < pb.Length; a++) { VignetteModel m = pb [a].profile.vignette; if (vignette.value == 0) { m.enabled = false; PlayerPrefs.SetString("Vignette", "Off"); } if (vignette.value == 1) { m.enabled = true; PlayerPrefs.SetString("Vignette", "On"); } pb [a].profile.vignette = m; } }
private void Start() { vignette = GetComponent <PostProcessingBehaviour>().profile.vignette; startingIntensity = vignette.settings.intensity; }
// Use this for initialization void Start() { vModel = postProcess.profile.vignette; maxFOV = Mathf.Rad2Deg * Mathf.Atan2(IPD / 2f, SCREEN_DISTANCE); }