// Override: MonoBehaviour::Start() void Start() { // Local variables AntialiasingAsPostEffect dlaa = GameObject.FindObjectOfType <AntialiasingAsPostEffect>(); SSAOEffect ssao = GameObject.FindObjectOfType <SSAOEffect>(); // Set global variable if (Game.Instance.ScriptEngine.IsGlobalVar("level_32_visited") == false) { Game.Instance.ScriptEngine.AddGlobalVar("level_32_visited", true); } // Shield from Bob collected? if (m_higgins != null && Game.Instance.ScriptEngine.IsGlobalVar("level_2_bob_received_shield") == false) { m_higgins.gameObject.SetActive(true); } // Disable DLAA if quality level is below beautiful if (dlaa != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { dlaa.enabled = false; } // Disable SSAO if quality level is below beautiful if (ssao != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { ssao.enabled = false; } }
// Override: MonoBehaviour::Start() void Start() { // Local variables AntialiasingAsPostEffect dlaa = GameObject.FindObjectOfType <AntialiasingAsPostEffect>(); SSAOEffect ssao = GameObject.FindObjectOfType <SSAOEffect>(); Bloom bloom = GameObject.FindObjectOfType <Bloom>(); Camera playerCamera = GameObject.FindObjectOfType <Camera>(); // Set global variable if (Game.Instance.ScriptEngine.IsGlobalVar("level_11_visited") == false) { Game.Instance.ScriptEngine.AddGlobalVar("level_11_visited", true); } // Disable DLAA if quality level is below beautiful if (dlaa != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { dlaa.enabled = false; } // Disable SSAO if quality level is below beautiful if (ssao != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { ssao.enabled = false; } // Disable bloom if quality level is below fantastic if (playerCamera != null && bloom != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_FANTASTIC) { playerCamera.hdr = false; bloom.enabled = false; } }
public static void InitMemberByInstance(AntialiasingAsPostEffect antialiasingEffect) { mode = antialiasingEffect.mode; dlaaSharp = antialiasingEffect.dlaaSharp; showGeneratedNormals = antialiasingEffect.showGeneratedNormals; blurRadius = antialiasingEffect.blurRadius; edgeSharpness = antialiasingEffect.edgeSharpness; edgeThreshold = antialiasingEffect.edgeThreshold; edgeThresholdMin = antialiasingEffect.edgeThresholdMin; offsetScale = antialiasingEffect.offsetScale; }
// Override: MonoBehaviour::Start() void Start() { // Local variables bool visited = Game.Instance.ScriptEngine.IsGlobalVar("level_31_visited"); AntialiasingAsPostEffect dlaa = GameObject.FindObjectOfType <AntialiasingAsPostEffect>(); SSAOEffect ssao = GameObject.FindObjectOfType <SSAOEffect>(); // Set global variable if (visited == false) { Game.Instance.ScriptEngine.AddGlobalVar("level_31_visited", true); } // Disable background particles if quality level is simple or below if (m_backgroundParticle != null && QualityLevel.getCurrentLevelIndex() <= QualityLevel.LEVEL_INDEX_SIMPLE) { m_backgroundParticle.SetActive(false); } // Disable DLAA if quality level is below beautiful if (dlaa != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { dlaa.enabled = false; } // Disable SSAO if quality level is below beautiful if (ssao != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { ssao.enabled = false; } // Delete pursuit of the two birds if the level was already visited by the player if (visited == true && Game.Instance.ScriptEngine.IsGlobalVar("level_32_visited")) { if (m_transitionPursuit != null) { GameObject.Destroy(m_transitionPursuit); } if (m_pursuitBird1 != null) { GameObject.Destroy(m_pursuitBird1); } if (m_pursuitBird2 != null) { GameObject.Destroy(m_pursuitBird2); } } }
static AntialiasingDef() { if (antialiasingEffect == null) { antialiasingEffect = Util.GetComponentVar <AntialiasingAsPostEffect, AntialiasingDef>(antialiasingEffect); } mode = AAMode.FXAA3Console; dlaaSharp = false; showGeneratedNormals = false; blurRadius = 18f; edgeSharpness = 4f; edgeThreshold = 0.2f; edgeThresholdMin = 0.05f; offsetScale = 0.2f; }
// Override: MonoBehaviour::Start() void Start() { // Local variables AntialiasingAsPostEffect dlaa = GameObject.FindObjectOfType <AntialiasingAsPostEffect>(); SSAOEffect ssao = GameObject.FindObjectOfType <SSAOEffect>(); Bloom bloom = GameObject.FindObjectOfType <Bloom>(); Camera playerCamera = GameObject.FindObjectOfType <Camera>(); // Set global variable if (Game.Instance.ScriptEngine.IsGlobalVar("level_21_visited") == false) { Game.Instance.ScriptEngine.AddGlobalVar("level_21_visited", true); } // Destroy entry if necessary if (m_destroyEntry != null && Game.Instance.ScriptEngine.IsGlobalVar("level_21_cave_destroyed") == true) { m_destroyEntry.onActivate(); } // Disable background particles if quality level is simple or below if (m_backgroundParticle != null && QualityLevel.getCurrentLevelIndex() <= QualityLevel.LEVEL_INDEX_SIMPLE) { m_backgroundParticle.SetActive(false); } // Disable DLAA if quality level is below beautiful if (dlaa != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { dlaa.enabled = false; } // Disable SSAO if quality level is below beautiful if (ssao != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_BEAUTIFUL) { ssao.enabled = false; } // Disable bloom if quality level is below fantastic if (playerCamera != null && bloom != null && QualityLevel.getCurrentLevelIndex() < QualityLevel.LEVEL_INDEX_FANTASTIC) { playerCamera.hdr = false; bloom.enabled = false; } }
private void SettingApplied(Object sender, EventArgs e) { AntialiasingAsPostEffect component = GetComponent <AntialiasingAsPostEffect>(); component.enabled = true; switch (GraphicsConfigManager.Settings.Antialiasing) { case EFSAAMode.Off: component.enabled = false; break; case EFSAAMode.FXAA3: component.mode = AAMode.FXAA3Console; break; case EFSAAMode.FXAA2: component.mode = AAMode.FXAA2; break; case EFSAAMode.FXAA1A: component.mode = AAMode.FXAA1PresetA; break; case EFSAAMode.FXAA1B: component.mode = AAMode.FXAA1PresetB; break; case EFSAAMode.NFAA: component.mode = AAMode.NFAA; break; case EFSAAMode.SSAA: component.mode = AAMode.SSAA; break; case EFSAAMode.DLAA: component.mode = AAMode.DLAA; break; } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(orthoPerspectiveCameraToggleKey)) { if (perspectiveCamera != null) { perspectiveCamera.enabled = !perspectiveCamera.enabled; orthographicCamera.enabled = !orthographicCamera.enabled; if (perspectiveCamera.enabled) { if (touchTracker != null) { touchTracker.displayTouchPointsSwitch = true; // this is trying to fix the issue with the touch track in perspective space... it turns off the touch indicator. } } if (orthographicCamera.enabled) { if (touchTracker != null) { touchTracker.displayTouchPointsSwitch = true; } } } } if (Input.GetKeyDown(dofToggleKey)) { if (perspectiveCamera != null) { DepthOfFieldScatter dof = perspectiveCamera.gameObject.GetComponent <DepthOfFieldScatter>(); dof.enabled = !dof.enabled; } } if (Input.GetKeyDown(blurToggleKey)) { if (orthographicCamera.enabled) { Blur blo = orthographicCamera.gameObject.GetComponent <Blur>(); blo.enabled = !blo.enabled; } if (perspectiveCamera != null) { if (perspectiveCamera.enabled) { Blur blp = perspectiveCamera.gameObject.GetComponent <Blur>(); blp.enabled = !blp.enabled; } } } if (Input.GetKeyDown(antialiasingToggleKey)) { if (orthographicCamera.enabled) { AntialiasingAsPostEffect aao = orthographicCamera.gameObject.GetComponent <AntialiasingAsPostEffect>(); aao.enabled = !aao.enabled; } if (perspectiveCamera != null) { if (perspectiveCamera.enabled) { AntialiasingAsPostEffect aap = perspectiveCamera.gameObject.GetComponent <AntialiasingAsPostEffect>(); aap.enabled = !aap.enabled; } } } if (Input.GetKeyDown(vignetteToggleKey)) { if (orthographicCamera.enabled) { Vignetting vigo = orthographicCamera.gameObject.GetComponent <Vignetting>(); vigo.enabled = !vigo.enabled; } if (perspectiveCamera != null) { if (perspectiveCamera.enabled) { Vignetting vigp = perspectiveCamera.gameObject.GetComponent <Vignetting>(); vigp.enabled = !vigp.enabled; } } } }
public void Setup(Camera source, Portal portal, Portal otherPortal, int[] remove, int[] add, PortalCameraControl par = null, float nearclipoffset = 0f, bool ignoreFog = false) { if (par) { hasParent = true; parentCamera = par; } setUp = true; this.source = source; this.portal = portal; this.otherPortal = otherPortal; this.nearClipOffset = nearclipoffset; if (portalDummy == null) { portalDummy = new GameObject(portal.name + " Dummy").transform; portalDummy.parent = portal.transform; } if (otherDummy == null) { otherDummy = new GameObject(otherPortal.name + " Dummy").transform; otherDummy.parent = otherPortal.transform; } camera = gameObject.AddComponent <Camera>(); camera.CopyFrom(Camera.main); int i; for (i = 0; i < remove.Length; i++) { camera.cullingMask = VidyaMod.RemoveFromLayerMask(camera.cullingMask, remove[i]); //camera.cullingMask = camera.cullingMask & ~(1 << remove[i]);//remove layer } for (i = 0; i < add.Length; i++) { camera.cullingMask = VidyaMod.AddToLayerMask(camera.cullingMask, add[i]); //camera.cullingMask = camera.cullingMask | (1 << add[i]);//add } camera.depth = -2; sourceBloom = Camera.main.GetComponent <BloomAndLensFlares>(); sourceSsao = Camera.main.GetComponent <SSAOPro>(); sourceAa = Camera.main.GetComponent <AntialiasingAsPostEffect>(); sourceFog = Camera.main.GetComponent <ColorfulFog>(); bloom = ModUtility.CopyComponent <BloomAndLensFlares>(sourceBloom, gameObject); ssao = ModUtility.CopyComponent <SSAOPro>(sourceSsao, gameObject); aa = ModUtility.CopyComponent <AntialiasingAsPostEffect>(sourceAa, gameObject); fog = ModUtility.CopyComponent <ColorfulFog>(sourceFog, gameObject); bloom.enabled = false; ssao.enabled = sourceSsao.enabled; aa.enabled = sourceAa.enabled; fog.enabled = sourceFog.enabled; layer = add[0]; ignored = ignoreFog; ProcessFog(); UpdateFOV(); ReferenceMaster.onFOVChanged += UpdateFOV; }