Exemple #1
0
        private void UpdateBloom()
        {
            try
            {
                UnityStandardAssets.ImageEffects.Bloom vanillaBloom = _camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.Bloom>();

                BloomModel.Settings settings = _bloomModel.settings;

                if (ModProperties.Instance.ActiveProfile.BloomEnabled)
                {
                    vanillaBloom.enabled       = ModProperties.Instance.ActiveProfile.BloomVanillaBloomEnabled;
                    settings.bloom.intensity   = ModProperties.Instance.ActiveProfile.BloomIntensity;
                    settings.bloom.threshold   = ModProperties.Instance.ActiveProfile.BloomThreshold;
                    settings.bloom.softKnee    = ModProperties.Instance.ActiveProfile.BloomSoftKnee;
                    settings.bloom.radius      = ModProperties.Instance.ActiveProfile.BloomRadius;
                    settings.bloom.antiFlicker = ModProperties.Instance.ActiveProfile.BloomAntiFlicker;
                    _bloomModel.settings       = settings;
                    _bloomModel.enabled        = true;
                }
                else
                {
                    vanillaBloom.enabled = true;
                    _bloomModel.enabled  = false;
                }

                _postProcessingBehaviour.profile.bloom.settings = _bloomModel.settings;
                _postProcessingBehaviour.profile.bloom.enabled  = _bloomModel.enabled;
            }
            catch (Exception e)
            {
                Debug.Log("[Render It!] ModManager:UpdateBloom -> Exception: " + e.Message);
            }
        }
Exemple #2
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        void PreparePostProcess()
        {
            postProcess.profile.colorGrading.enabled = false;

            VignetteModel.Settings vignet = postProcess.profile.vignette.settings;
            vignet.center     = new Vector2(0.5f, 0.5f);
            vignet.intensity  = 0.45f;
            vignet.smoothness = 0.3f;
            vignet.color      = Color.black;

            BloomModel.Settings bloomSettings = postProcess.profile.bloom.settings;
            bloomSettings.bloom.intensity = 1f;
            bloomSettings.bloom.radius    = 6.06f;
            bloomSettings.bloom.softKnee  = 0.654f;


            postProcess.profile.vignette.settings = vignet;
            postProcess.profile.bloom.settings    = bloomSettings;


            //VERY QUESTIONABLE CHANGE BUT WHAT CAN YOU DO
            if (QualitySettings.pixelLightCount < optimalPixelLightAmount)
            {
                QualitySettings.pixelLightCount = optimalPixelLightAmount;
            }
        }
Exemple #3
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 private void Start()
 {
     ppProfile  = gameObject.GetComponent <PostProcessingBehaviour>().profile;
     blSettings = ppProfile.bloom.settings;
     blSettings.bloom.intensity = 0f;
     ppProfile.bloom.settings   = blSettings;
 }
    // Update is called once per frame
    void Update()
    {
        BloomModel.Settings bloomSettings = ppProfile.bloom.settings;
        //Timer for bloom Lerp
        if (isFadeingIn)
        {
            timer += Time.deltaTime;

            if (timer >= 1)
            {
                timer       = 1;
                isFadeingIn = false;
            }
        }
        else
        {
            timer -= Time.deltaTime;

            if (timer <= 0)
            {
                timer       = 0;
                isFadeingIn = true;
            }
        }

        //Adjusting bloom values
        bloomSettings.bloom.intensity = Mathf.Lerp(MinBloom, MaxBloom, timer);

        ppProfile.bloom.settings = bloomSettings;
    }
Exemple #5
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 void Start()
 {
     behaviour = Camera.main.GetComponent <PostProcessingBehaviour>();
     settings  = behaviour.profile.bloom.settings;
     settings.bloom.intensity         = nomalIntensity;
     behaviour.profile.bloom.settings = settings;
 }
Exemple #6
0
    void Start()
    {
        // emJogo = true;
        vidas     = 3;
        timeFim   = 0.0f;
        larguraBt = 150;
        alturaBt  = 100;
        if (SceneManager.GetActiveScene().name == "Fase1")
        {
            txtVidas.text = vidas.ToString();
        }

        if (SceneManager.GetActiveScene().name != "TelaInicial" && SceneManager.GetActiveScene().name != "GameOver")
        {
            //PowerUps//
            blurProfile             = perfil.depthOfField.settings;
            blurProfile.kernelSize  = DepthOfFieldModel.KernelSize.VeryLarge;
            blurProfile.aperture    = 32;
            blurProfile.focalLength = 0.1f;
            blurTimer = 0f;
            perfil.depthOfField.settings = blurProfile;
            bloomProfile = perfil.bloom.settings;
            bloomProfile.bloom.threshold = 1f;
        }
    }
    protected void LerpBloom(float rate)
    {
        float BLOOM_ACTIVATION_LIMIT = 0.05f;

        transitionProfile.bloom.enabled = EnableOrDisableEffect(oldProfile.bloom.enabled, futureProfile.bloom.enabled, rate, BLOOM_ACTIVATION_LIMIT);

        BloomModel.Settings settings = oldProfile.bloom.settings;


        // Bloom

        BloomModel.BloomSettings currentBloom = settings.bloom;
        BloomModel.BloomSettings futureBloom  = futureProfile.bloom.settings.bloom;
        currentBloom.intensity = Mathf.Lerp(currentBloom.intensity, futureBloom.intensity, rate);
        currentBloom.threshold = Mathf.Lerp(currentBloom.threshold, futureBloom.threshold, rate);
        currentBloom.softKnee  = Mathf.Lerp(currentBloom.softKnee, futureBloom.softKnee, rate);
        currentBloom.radius    = Mathf.Lerp(currentBloom.radius, futureBloom.radius, rate);
//		currentSettings.antiFlicker = ;
        settings.bloom = currentBloom;


        // Lens Dirt

        BloomModel.LensDirtSettings currentLensDirt = settings.lensDirt;
//		currentLensDirt.texture = ;
        currentLensDirt.intensity = Mathf.Lerp(currentLensDirt.intensity, futureProfile.bloom.settings.lensDirt.intensity, rate);
        settings.lensDirt         = currentLensDirt;

        transitionProfile.bloom.settings = settings;
    }
Exemple #8
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    void Start()
    {
        // 해상도 비율 고정
        Screen.SetResolution(Screen.width, (Screen.width * 9) / 16, Screen.fullScreen);
        // 핸드폰 꺼짐 방지
        Screen.sleepTimeout = SleepTimeout.NeverSleep;

        player = GameObject.Find("Player");
        playerMove = player.GetComponent<HO_PlayerMove>();
        camManager = GameObject.Find("CameraManager").GetComponent<HO_CameraManager>();
        post = Camera.main.GetComponent<PostProcessingBehaviour>();
        setting = post.profile.bloom.settings;

        audioManager = GameObject.Find("AudioManager").GetComponent<AudioManager>();

        // "Slide To Move" 문구 이후 사용자 터치 유도 이미지 표시를 위한 오브젝트 가져오기
        playerRound = player.transform.Find("Canvas").gameObject;
        playerRoundImg = playerRound.transform.GetChild(0).GetComponent<Image>();
        // - 알파값 제로
        Color c = playerRoundImg.color;
        c.a = 0;
        playerRoundImg.color = c;

        // 시작은 home에서!
        HomeProcess();
    }
Exemple #9
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    public void run(bool isPlayer1)
    {
        player1 = GameObject.Find("Player 1");
        player2 = GameObject.Find("Player 2");
        p1PPP   = GameObject.Find("CameraJoueur1").GetComponent <PostProcessingBehaviour>().profile;
        p2PPP   = GameObject.Find("CameraJoueur2").GetComponent <PostProcessingBehaviour>().profile;

        //BloomModel.Settings bloomTempSet;
        //= p1.bloom.settings;
        //bloomTempSet.bloom.intensity = 45.0f;
        //p1PPP.bloom.settings = bloomTempSet;

        bool  player1First    = false;
        float positionPlayer1 = player1.transform.position.x;
        float positionPlayer2 = player2.transform.position.x;

        if (positionPlayer1 > positionPlayer2)
        {
            player1First = true;
        }

        if (isPlayer1 && player1First)
        {
            flouTimer      = 3.5f;
            isPlayer1Cible = false;
        }

        else if (isPlayer1 && !player1First)
        {
            flouTimer      = 7.0f;
            isPlayer1Cible = false;
        }

        if (!isPlayer1 && !player1First)
        {
            flouTimer      = 3.5f;
            isPlayer1Cible = true;
        }

        if (!isPlayer1 && player1First)
        {
            flouTimer      = 7.0f;
            isPlayer1Cible = true;
        }

        if (isPlayer1Cible)
        {
            BloomModel.Settings bloomTempSet = p1PPP.bloom.settings;
            bloomTempSet.bloom.intensity = 45.0f;
            p1PPP.bloom.settings         = bloomTempSet;
            StartCoroutine(Timer(flouTimer, isPlayer1Cible));
        }
        else
        {
            BloomModel.Settings bloomTempSet = p2PPP.bloom.settings;
            bloomTempSet.bloom.intensity = 45.0f;
            p2PPP.bloom.settings         = bloomTempSet;
            StartCoroutine(Timer(flouTimer, isPlayer1Cible));
        }
    }
Exemple #10
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    public void UpdateLighting()
    {
        Vector3 SunDIr = new Vector3(-map.SunDirection.x, -map.SunDirection.y, map.SunDirection.z);

        Sun.transform.rotation = Quaternion.LookRotation(SunDIr);
        Sun.color     = new Color(map.SunColor.x, map.SunColor.y, map.SunColor.z, 1);
        Sun.intensity = map.LightingMultiplier * EditMap.LightingInfo.SunMultipiler;
        RenderSettings.ambientLight = new Color(map.ShadowFillColor.x, map.ShadowFillColor.y, map.ShadowFillColor.z, 1);

        BloomModel.Settings Bs = PostProcessing.bloom.settings;
        Bs.bloom.intensity            = map.Bloom * 10;
        PostProcessing.bloom.settings = Bs;

        BloomOpt.intensity        = map.Bloom * 4;
        BloomOptPreview.intensity = map.Bloom * 4;

        RenderSettings.fogColor         = new Color(map.FogColor.x, map.FogColor.y, map.FogColor.z, 1);
        RenderSettings.fogStartDistance = map.FogStart * 4f;
        RenderSettings.fogEndDistance   = map.FogEnd * 4f;

        Shader.SetGlobalFloat("_LightingMultiplier", map.LightingMultiplier);
        Shader.SetGlobalColor("_SunColor", new Color(map.SunColor.x * 0.5f, map.SunColor.y * 0.5f, map.SunColor.z * 0.5f, 1));
        Shader.SetGlobalColor("_SunAmbience", new Color(map.SunAmbience.x * 0.5f, map.SunAmbience.y * 0.5f, map.SunAmbience.z * 0.5f, 1));
        Shader.SetGlobalColor("_ShadowColor", new Color(map.ShadowFillColor.x * 0.5f, map.ShadowFillColor.y * 0.5f, map.ShadowFillColor.z * 0.5f, 1));

        Shader.SetGlobalColor("_SpecularColor", new Color(map.SpecularColor.x * 0.5f, map.SpecularColor.y * 0.5f, map.SpecularColor.z * 0.5f, map.SpecularColor.w * 0.5f));
    }
Exemple #11
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 public void Initialize()
 {
     GameController.MainCamera.orthographicSize = sizeMin;
     chromaticFx = effectStackProfile.chromaticAberration.settings;
     vigneteFx   = effectStackProfile.vignette.settings;
     bloomFx     = effectStackProfile.bloom.settings;
     UpdateFX();
 }
Exemple #12
0
    public float blueSpeed, bloomSpeed; //control how intense effects are


    // Use this for initialization
    void Start()
    {
        //assigns everything and starts them at default values since script permantely edits file
        colorS = mainProfile.colorGrading.settings;
        colorS.channelMixer.blue = new Vector3(0f, 0f, 1f);
        bloomS = mainProfile.bloom.settings;
        bloomS.bloom.intensity = 0;
    }
Exemple #13
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 void Start()
 {
     BloomModel.Settings bloomSettings = ppProfile.bloom.settings;
     bloomSettings.bloom.intensity = 6f;
     bloomSettings.bloom.threshold = 1.12f;
     bloomSettings.bloom.softKnee  = 0.515f;
     ppProfile.bloom.settings      = bloomSettings;
 }
Exemple #14
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    private void Awake()
    {
        postProcessBehavior = GetComponent <PostProcessingBehaviour>().profile;

        bloom = postProcessBehavior.bloom.settings;

        bloom.bloom.intensity = 0f;
    }
Exemple #15
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        void Update()
        {
            PostProcessingProfile postfx = behaviour.profile;

            BloomModel.Settings model = postfx.bloom.settings;
            model.bloom.intensity = Mathf.Lerp(bloomMin, bloomMax, reaktor.Output);
            postfx.bloom.settings = model;
        }
    //run every frame
    private void Update()
    {
        //offset grid material texture with speed relative to audio
        gridMaterial.mainTextureOffset -= new Vector2(0, AudioManager.spectrum[spectrumIndex] * gridSpeedMultiplier);

        //sync camera bloom intensity to audio
        BloomModel.Settings bloomSettings = postProcess.bloom.settings;
        bloomSettings.bloom.intensity = Mathf.Lerp(bloomSettings.bloom.intensity, AudioManager.spectrum[spectrumIndex] * bloomMultiplier, bloomDampen * Time.deltaTime);
        postProcess.bloom.settings    = bloomSettings;

        //sync chromatic aberration intensity to audio
        ChromaticAberrationModel.Settings chromaticSettings = postProcess.chromaticAberration.settings;
        chromaticSettings.intensity = Mathf.Lerp(chromaticSettings.intensity, AudioManager.spectrum[spectrumIndex] * chromaticMultiplier, chromaticDampen * Time.deltaTime);
        postProcess.chromaticAberration.settings = chromaticSettings;

        //sync camera fov to audio
        Camera.main.fieldOfView = 60 - AudioManager.spectrum[spectrumIndex] * fovMultiplier;

        //sync sun size to audio
        aestheticSun.transform.localScale = Vector3.Lerp(
            aestheticSun.transform.localScale,
            new Vector3(AudioManager.spectrum[spectrumIndex] * sunMultiplier + 1.6f, 1, AudioManager.spectrum[spectrumIndex] * sunMultiplier + 1.6f),
            sunDampening * Time.deltaTime);

        //extra functions
        if (Input.GetKeyDown(KeyCode.F2))
        {
            vaporwaveMode = !vaporwaveMode;

            if (vaporwaveMode)
            {
                backgroundMaterial.SetColor("_EmissionColor", vaporwaveColor);
            }
            else
            {
                backgroundMaterial.SetColor("_EmissionColor", synthwaveColor);
            }

            GameObject.Find("VaporwaveText").GetComponent <Text>().enabled = vaporwaveMode;
            GameObject.Find("SynthwaveText").GetComponent <Text>().enabled = !vaporwaveMode;
        }
        else if (Input.GetKeyDown(KeyCode.F3))
        {
            glitchEffects = !glitchEffects;

            GameObject.Find("EffectsCamera").GetComponent <CameraFilterPack_FX_Glitch1>().enabled = glitchEffects;
            GameObject.Find("EffectsCamera").GetComponent <CameraFilterPack_NewGlitch3>().enabled = glitchEffects;
            GameObject.Find("PlayImage").GetComponent <SpriteRenderer>().enabled = glitchEffects;
        }
        else if (Input.GetKeyDown(KeyCode.F1))
        {
            textParent.SetActive(!textParent.activeSelf);
        }
        else if (Input.GetKeyDown(KeyCode.F4))
        {
            Camera.main.GetComponent <PostProcessingBehaviour>().enabled = !Camera.main.GetComponent <PostProcessingBehaviour>().enabled;
        }
    }
Exemple #17
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 void Update()
 {
     settings = behaviour.profile.bloom.settings;
     if (settings.bloom.intensity > nomalIntensity)
     {
         settings.bloom.intensity -= Time.deltaTime * minusIntensity;
     }
     behaviour.profile.bloom.settings = settings;
 }
Exemple #18
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    public void OnPlayEffect(Collider other = null)
    {
        PostProcessingBehaviour behaviour = Camera.main.GetComponent <PostProcessingBehaviour>();

        BloomModel.Settings settings = Camera.main.GetComponent <PostProcessingBehaviour>().profile.bloom.settings;
        settings.bloom.intensity         = intens;
        behaviour.profile.bloom.settings = settings;
        return;
    }
Exemple #19
0
    //=====================Post Processing stack=========================//



    public void SetBloom(float intensity)
    {
        tickSound.Play();
        //Debug.Log("intensity: " + intensity);
        BloomModel.Settings bloomSettings = ppProfile.bloom.settings;
        bloomSettings.bloom.intensity = intensity * 10;
        ppProfile.bloom.settings      = bloomSettings;
        AmbientOcclusionModel.Settings ABOCL = ppProfile.ambientOcclusion.settings;
        ABOCL.intensity = intensity;
    }
Exemple #20
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    void Start()
    {
        profile          = Camera.main.GetComponent <PostProcessingBehaviour>().profile;
        bloomSettings    = profile.bloom.settings;
        vignetteSettings = profile.vignette.settings;
        grainSettings    = profile.grain.settings;

        ResetGrain();
        ResetVignette();
    }
Exemple #21
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 private void SetBrightnsee(float value)
 {
     if (postProcessBehavior == null)
     {
         return;
     }
     bloom = postProcessBehavior.bloom.settings;
     bloom.bloom.intensity = value * 4f;
     postProcessBehavior.bloom.settings = bloom;
 }
    private void Awake()
    {
        ppb = GetComponentInChildren <PostProcessingBehaviour>();

        bloomSettings = ppb.profile.bloom.settings;

        orinCubePosition = Cube.transform.localPosition;
        orinCubeRotation = Cube.transform.localRotation;
        orinCubeScale    = Cube.transform.localScale;
    }
    void SetBloom(float b)
    {
        BloomModel pb = PPProfile.bloom;

        BloomModel.Settings      bms = pb.settings;
        BloomModel.BloomSettings bs  = bms.bloom;
        bs.intensity    = b;
        bms.bloom       = bs;
        pb.settings     = bms;
        PPProfile.bloom = pb;
    }
    void ChangeBloomAtRuntime()
    {
        //copy current bloom settings from the profile into a temporary variable
        BloomModel.Settings bloomSettings = ppProfile.bloom.settings;

        //change the intensity in the temporary settings variable
        bloomSettings.bloom.intensity = 2;

        //set the bloom settings in the actual profile to the temp settings with the changed value
        ppProfile.bloom.settings = bloomSettings;
    }
Exemple #25
0
    //Set start values again
    void Awake()
    {
        if (GameManager.instance == null)
        {
            //Instantiate gameManager prefab
            Instantiate(gameManager);
        }

        BloomModel.Settings bloomSettings = _profile.bloom.settings;
        bloomSettings.bloom.intensity = 0.5f;
        _profile.bloom.settings       = bloomSettings;
    }
Exemple #26
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    private void TweenBloomAberration(float time, AnimationCurve curve)
    {
        BloomModel bloomModel = postProcessingBehaviour.profile.bloom;

        BloomModel.Settings bloomModelSetting = postProcessingBehaviour.profile.bloom.settings;


        LeanTween.value(0, 1, time).setEase(curve).setOnUpdate(delegate(float val) {
            bloomModelSetting.bloom.intensity = val;

            bloomModel.settings = bloomModelSetting;
        });
    }
Exemple #27
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    IEnumerator ProcessWeedEffect()
    {
        while (true)
        {
            BloomModel.Settings settings = profile.bloom.settings;

            settings.bloom.softKnee = player.GetComponent <WeedEffect>().intoxication / 100f;

            profile.bloom.settings = settings;

            yield return(new WaitForSeconds(0.25f));
        }
    }
Exemple #28
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    protected override void SetupEffects()
    {
        //Model Settings
        motionBlurModel = profile.motionBlur.settings;
        bloomModel      = profile.bloom.settings;
        vignetteModel   = profile.vignette.settings;

        InitialEffectsSettings();

        //Parameters Compensation
        motionBlurFrameBlending -= initialMotionBlurFrameBlending;
        bloomIntensity          -= initialBloomIntensity;
    }
    public bool start()
    {
        if (m_postProcessing != null)
        {
            return(false);
        }
        m_postProcessing = m_manager.getComponentPostProcessingBehaviour();
        m_postProcessing.profile.bloom.enabled = true;

        m_bloomModelSettings     = m_postProcessing.profile.bloom.settings;
        m_bloomModelBloomSetting = m_bloomModelSettings.bloom;

        return(true);
    }
        public void Settings()
        {
            profile.antialiasing.enabled = AAenable.Value;
            AntialiasingModel.Settings AAsettings = profile.antialiasing.settings;
            AAsettings.method = AAMethod.Value;                           //AntialiasingModel.Method.Taa;
            AAsettings.fxaaSettings.preset            = FXAAPreset.Value; //AntialiasingModel.FxaaPreset.ExtremePerformance;
            AAsettings.taaSettings.jitterSpread       = TAAjittetSpeed.Value;
            AAsettings.taaSettings.sharpen            = TAAsharpen.Value;
            AAsettings.taaSettings.stationaryBlending = TAAstationaryBlending.Value;
            AAsettings.taaSettings.motionBlending     = TAAmotionBlending.Value;
            profile.antialiasing.settings             = AAsettings;

            profile.ambientOcclusion.enabled = AOenable.Value;
            AmbientOcclusionModel.Settings AOsettings = profile.ambientOcclusion.settings;
            AOsettings.intensity    = AOintensity.Value;
            AOsettings.downsampling = AOdownsampling.Value;
            AOsettings.forceForwardCompatibility = AOforceForwardCompatibility.Value;
            AOsettings.sampleCount            = AOsampleCount.Value;//AmbientOcclusionModel.SampleCount.High;
            AOsettings.highPrecision          = AOhighPrecision.Value;
            AOsettings.ambientOnly            = AOambientOnly.Value;
            AOsettings.radius                 = AOradius.Value;
            profile.ambientOcclusion.settings = AOsettings;

            profile.screenSpaceReflection.enabled = SSRenable.Value;
            ScreenSpaceReflectionModel.Settings SSRsettings = profile.screenSpaceReflection.settings;
            SSRsettings.intensity.reflectionMultiplier = SSRrefMultiplier.Value;
            SSRsettings.intensity.fadeDistance         = SSRfadeDistance.Value;
            SSRsettings.intensity.fresnelFade          = SSRfresnelFade.Value;
            SSRsettings.intensity.fresnelFadePower     = SSRfresnelFadePower.Value;
            SSRsettings.reflection.blendType           = SSRrefBlendtype.Value;
            SSRsettings.reflection.reflectionQuality   = SSRrefQuality.Value;
            SSRsettings.reflection.maxDistance         = SSRmaxDistance.Value;
            SSRsettings.reflection.iterationCount      = SSRiterationCount.Value;
            SSRsettings.reflection.stepSize            = SSRstepSize.Value;
            SSRsettings.reflection.widthModifier       = SSRwidthModifier.Value;
            SSRsettings.reflection.reflectionBlur      = SSRrefBlur.Value;
            SSRsettings.reflection.reflectBackfaces    = SSRrefBackfaces.Value;
            SSRsettings.screenEdgeMask.intensity       = SSRscreenEdgemaskIntensity.Value;
            profile.screenSpaceReflection.settings     = SSRsettings;

            profile.bloom.enabled = Bloomenable.Value;
            BloomModel.Settings bloomsetting = profile.bloom.settings;
            bloomsetting.bloom.intensity   = Bloomintensity.Value;
            bloomsetting.bloom.radius      = Bloomradius.Value;
            bloomsetting.bloom.softKnee    = BloomsoftKnee.Value;
            bloomsetting.bloom.threshold   = Bloomthreshold.Value;
            bloomsetting.bloom.antiFlicker = BloomAntiFk.Value;
            profile.bloom.settings         = bloomsetting;
            //Debug.LogError("testtesttest");
        }