// Use this for initialization void Start() { cgm = postProcessingBehaviour.profile.colorGrading; cgms = cgm.settings; dofm = postProcessingBehaviour.profile.depthOfField; dofms = dofm.settings; if (QualitySettings.GetQualityLevel() <= 2) { postProcessingBehaviour.enabled = false; } /*TerrainData tData = terrain.terrainData; * float[,,] alphaData = tData.GetAlphamaps(0, 0, tData.alphamapWidth, tData.alphamapHeight); * * float percentage = 0.2f; * for(int y=0; y<tData.alphamapHeight; y++){ * for(int x = 0; x < tData.alphamapWidth; x++){ * float swap = alphaData[x, y, 1]; * alphaData[x, y, 1] = alphaData[x, y, 2]; * alphaData[x, y, 2] = swap; * } * } * * tData.SetAlphamaps(0, 0, alphaData);*/ }
public void ChangeSaturation(float level) { ColorGradingModel.Settings settings = postProcessingProfile.colorGrading.settings; settings.basic.saturation = level; postProcessingProfile.colorGrading.settings = settings; }
public void SetInitialPostProcess(PostProcessType pType, float value) { switch (pType) { case PostProcessType.vignette: VignetteModel.Settings confv = profile.vignette.settings; confv.intensity = value; profile.vignette.settings = confv; break; case PostProcessType.blackout: ColorGradingModel.Settings confg = profile.colorGrading.settings; confg.tonemapping.neutralBlackOut = value; profile.colorGrading.settings = confg; break; case PostProcessType.chromatic: ChromaticAberrationModel.Settings confc = profile.chromaticAberration.settings; confc.intensity = value; profile.chromaticAberration.settings = confc; break; case PostProcessType.grain: GrainModel.Settings confgr = profile.grain.settings; confgr.intensity = value; profile.grain.settings = confgr; break; } }
void Start() { TabButtonPanel.SetActive(false); saveNotification.SetActive(false); HideSprites(spriteType.Interact); HideSprites(spriteType.Grab); HideSprites(spriteType.Examine); Unpause(); if (m_ShowCursor) { Cursor.visible = (true); Cursor.lockState = CursorLockMode.None; } else { Cursor.visible = (false); Cursor.lockState = CursorLockMode.Locked; } processingBehaviour = Camera.main.gameObject.GetComponent <PostProcessingBehaviour>(); processingProfile = processingBehaviour.profile; colorGrading = processingProfile.colorGrading.settings; if (useGreyscale) { processingProfile.colorGrading.enabled = true; } }
void Start() { //pp stuff colorGrader = myPost.colorGrading.settings; colorGrader.basic.hueShift = 0; myPost.colorGrading.settings = colorGrader; //set our movement points movementPoints = new Transform[movementPointHolder.childCount]; for (int i = 0; i < movementPointHolder.childCount; i++) { movementPoints[i] = movementPointHolder.transform.GetChild(i); } finishDest = movementPoints.Length - 1; playerNavMove = GetComponent <NavMeshAgent>(); planeSource = airship.GetComponent <AudioSource>(); planeSource.Play(); SetDestination(); smokeSpawnTimer = smokeSpawnTotal; clock = GameObject.FindGameObjectWithTag("SimpleClock").GetComponent <SimpleClock>(); myCam = Camera.main; }
void Start() { m_AnimationBehaviours = new Dictionary <PostEffectsTypes, AnimationBehaviour>(); m_ActiveAnimationBehaviours = new List <AnimationBehaviour>(); //Создать новый профиль и начать его использовать m_Profile = ScriptableObject.CreateInstance <PostProcessingProfile>(); Behaviour.profile = m_Profile; ///Color grading m_Profile.colorGrading = new ColorGradingModel(); //Изменить тип Tonemapper на Tonemapper.None ColorGradingModel.Settings colorGradingModelSettings = m_Profile.colorGrading.settings; colorGradingModelSettings.tonemapping.tonemapper = ColorGradingModel.Tonemapper.None; m_Profile.colorGrading.settings = colorGradingModelSettings; //Saturation AnimationBehaviour behaviour = new SaturationAnimationBehaviour(m_Profile, m_SATURATION_FADE_TIME); behaviour.OnAnimationFinished += AnimationFinishedHandler; m_AnimationBehaviours.Add(PostEffectsTypes.Saturation, behaviour); //Expose behaviour = new ExposeAnimationBehaviour(m_Profile, m_POSTEXPOSURE_FADE_TIME); behaviour.OnAnimationFinished += AnimationFinishedHandler; m_AnimationBehaviours.Add(PostEffectsTypes.PostExposure, behaviour); ///Vignette behaviour = new VignetteAnimationBehaviour(null, m_VIGNETTE_FADE_TIME, Vignette, Vignette.VignetteInnerValue, Vignette.VignetteOuterValue); behaviour.OnAnimationFinished += AnimationFinishedHandler; m_AnimationBehaviours.Add(PostEffectsTypes.Vignette, behaviour); InputManager.Instance.OnInputStateChange += VignetteOnInputState; }
// Update is called once per frame void Update() { // Linearly update all post processing values which aren't at their target values. lerp += Time.deltaTime / duration; VignetteModel.Settings vignette = profile.vignette.settings; if (vignette.intensity != targetVignette) { vignette.intensity = Mathf.Lerp(fromVignette, targetVignette, lerp); } DepthOfFieldModel.Settings dof = profile.depthOfField.settings; if (dof.aperture != targetDof) { dof.aperture = Mathf.Lerp(fromDof, targetDof, lerp); } ColorGradingModel.Settings cgm = profile.colorGrading.settings; if (cgm.basic.saturation != targetSaturation) { cgm.basic.saturation = Mathf.Lerp(fromSaturation, targetSaturation, lerp); } if (cgm.basic.temperature != targetTemp) { cgm.basic.temperature = Mathf.Lerp(fromTemp, targetTemp, lerp); } profile.vignette.settings = vignette; profile.depthOfField.settings = dof; profile.colorGrading.settings = cgm; }
public void setColorWheelSettings() { ColorGradingModel.Settings currSettings = currProfile.colorGrading.settings; ColorGradingModel.Settings daySettings = dayProfile.colorGrading.settings; ColorGradingModel.Settings nightSettings = nightProfile.colorGrading.settings; Color currLift = DayBasedLerp(dayColor[0], nightColor[0]); Color currGamma = DayBasedLerp(dayColor[1], nightColor[1]); Color currGain = DayBasedLerp(dayColor[2], nightColor[2]); currSettings.colorWheels.linear.lift = currLift; currSettings.colorWheels.linear.gamma = currGamma; currSettings.colorWheels.linear.gain = currGain; float currTempature = DayBasedLerp(daySettings.basic.temperature, nightSettings.basic.temperature); float currTint = DayBasedLerp(daySettings.basic.tint, nightSettings.basic.tint); float currHueShift = DayBasedLerp(daySettings.basic.hueShift, nightSettings.basic.hueShift); float currSaturation = DayBasedLerp(daySettings.basic.saturation, nightSettings.basic.saturation); currSettings.basic.temperature = currTempature; currSettings.basic.saturation = currSaturation; currSettings.basic.tint = currTint; currSettings.basic.hueShift = currHueShift; currProfile.colorGrading.settings = currSettings; }
public void SetSaturation(float number) { ColorGradingModel.Settings cgSettings = postprocessingProfile.colorGrading.settings; cgSettings.basic.saturation = number; DOTween.To(() => cgSettings.basic.saturation, x => cgSettings.basic.saturation = x, number, 1f); postprocessingProfile.colorGrading.settings = cgSettings; }
public void AtualizaPerfil() { float intensidadeGrain = 0.18f; float intensidadeVignette = 0.4f; float temperatura = -5f; float difSaturacao = 0.64f; float difContraste = 0.3f; GrainModel.Settings grainSettings = perfil.grain.settings; grainSettings.intensity = intensidadeGrain * intensidade; perfil.grain.settings = grainSettings; VignetteModel.Settings vignetteSettings = perfil.vignette.settings; vignetteSettings.intensity = intensidadeVignette * intensidade; perfil.vignette.settings = vignetteSettings; ColorGradingModel.Settings colorGradingSettings = perfil.colorGrading.settings; colorGradingSettings.basic.temperature = temperatura * intensidade; colorGradingSettings.basic.saturation = 1 - difSaturacao * intensidade; colorGradingSettings.basic.contrast = 1 - difContraste * intensidade; colorGradingSettings.colorWheels.log.slope = new Color(1 - 0.183f * intensidade, 1 - 0.152f * intensidade, 1f, 0f); colorGradingSettings.colorWheels.log.power = new Color(1 - 0.35f * intensidade, 1 - 0.284f * intensidade, 1f, 0f); perfil.colorGrading.settings = colorGradingSettings; }
void Update() { ColorGradingModel.Settings cgs = profile.colorGrading.settings; cgs.basic.saturation = Mathf.Abs(Mathf.Sin(Time.time)); profile.colorGrading.settings = cgs; }
private void Update() { if (startWalk) { counter += 1 * Time.deltaTime; if (counter >= 1f) { myBasicSettings = levelProfile.colorGrading.settings; myBasicSettings.basic.postExposure += 1f * Time.deltaTime; if (myBasicSettings.basic.postExposure >= 9f) { levelChanger.GetComponent <LevelChanger>().FadeToLevel(8); } for (int i = 0; i < players.Length; i++) { Rigidbody2D playersrb2d = players[i].GetComponent <Rigidbody2D>(); players[i].GetComponent <P_controls>().StopGameControl = true; playersrb2d.velocity = new Vector2(13f, playersrb2d.velocity.y); players[i].GetComponent <Animator>().SetBool("Idle", false); players[i].GetComponent <Animator>().SetBool("Walking", true); players[i].transform.localScale = new Vector3(1, 1, 1); } levelProfile.colorGrading.settings = myBasicSettings; } } }
/// <summary> /// Fade brightness to zero and then load the scene /// </summary> private IEnumerator LoadScene() { var nextScene = SceneManagerExtension.GetBuildIndexByName(m_loadSceneName); if (nextScene < 0) { Debug.LogError("Invalid Scene Name!"); yield break; } PostProcessingProfile effect = Instantiate <PostProcessingProfile> ( m_brightnessEffect.profile); ColorGradingModel.Settings effectSetting = effect.colorGrading.settings; m_brightnessEffect.profile = effect; // Fade brightness float timer = 0; while (timer < 2) { JITimer.Instance.TimeScale = 0; timer += JITimer.Instance.RealDeltTime; effectSetting.basic.postExposure = -5 * timer; effect.colorGrading.settings = effectSetting; yield return(null); } EventManager.Instance.Raise(new BeforeChangeToNextStageEvent( SceneManager.GetActiveScene().buildIndex, nextScene)); SceneManager.LoadSceneAsync(m_loadSceneName, LoadSceneMode.Single); }
private void OnEnable() { PostProcessingBehaviour component = base.GetComponent <PostProcessingBehaviour>(); if (component.profile == null) { base.enabled = false; } else { this.profile = Instantiate <PostProcessingProfile>(component.profile); component.profile = this.profile; this.DisableAllEffects(this.profile); int qualityLevel = QualitySettings.GetQualityLevel(); this.Fog.enabled = ((qualityLevel >= 2) && (GraphicsSettings.INSTANCE != null)) && (GraphicsSettings.INSTANCE.CurrentShadowQuality != 0); this.profile.userLut.enabled = qualityLevel >= 2; this.profile.colorGrading.enabled = qualityLevel >= 2; if (this.profile.colorGrading.enabled) { ColorGradingModel.Settings settings = this.profile.colorGrading.settings; settings.basic.saturation = (GraphicsSettings.INSTANCE != null) ? GraphicsSettings.INSTANCE.CurrentSaturationLevel : 1f; this.profile.colorGrading.settings = settings; } if ((GraphicsSettings.INSTANCE != null) && GraphicsSettings.INSTANCE.customSettings) { this.SetCustomSettings(); } else { this.SetDefaultSettings(); } } }
void LightSet() { switch (m_Light) { case Light.Dark: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.x, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.x, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; case Light.Lantern: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.y, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.y, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; case Light.Lamp: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.z, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.z, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; } }
private void TurnNeutral() { ColorGradingModel.Settings settings = this.Profile.colorGrading.settings; settings.channelMixer.red = Vector3.MoveTowards(settings.channelMixer.red, new Vector3(1f, 0f, 0f), Time.deltaTime * 0.66666f); settings.channelMixer.green = Vector3.MoveTowards(settings.channelMixer.green, new Vector3(0f, 1f, 0f), Time.deltaTime * 0.66666f); settings.channelMixer.blue = Vector3.MoveTowards(settings.channelMixer.blue, new Vector3(0f, 0f, 1f), Time.deltaTime * 0.66666f); this.Profile.colorGrading.settings = settings; }
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; }
// Use this for initialization void Start() { PostProcessingProfile postProcessingProfile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; ColorGradingModel.Settings set = postProcessingProfile.colorGrading.settings; set.basic.saturation = 1; postProcessingProfile.colorGrading.settings = set; }
private static void UpdateGreenChannel(Vector3 value) { ColorGradingModel.Settings cgms = ig_GameManager.instance.postProcessProfile.colorGrading.settings; cgms.channelMixer.green = value; ig_GameManager.instance.postProcessProfile.colorGrading.settings = cgms; }
private static void UpdateBlueChannel(Vector3 value) { ColorGradingModel.Settings cgms = instance.postProcessProfile.colorGrading.settings; cgms.channelMixer.blue = value; instance.postProcessProfile.colorGrading.settings = cgms; }
// make sure it is colored when the game starts private void InitPostProcessingColor() { PostProcessingProfile postProcessingProfile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; ColorGradingModel.Settings s = postProcessingProfile.colorGrading.settings; s.basic.saturation = 1; postProcessingProfile.colorGrading.settings = s; }
public void ChangeSaturation() { cam = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <PostProcessingBehaviour>(); auxSettings = cam.profile.colorGrading.settings; auxSettings.basic.saturation = saturation + 1; cam.profile.colorGrading.settings = auxSettings; }
private void UpdateBlueChannel(Vector3 value) { ColorGradingModel.Settings cgms = standardColorModel; cgms.channelMixer.blue = value; ig_GameManager.instance.postProcessProfile.colorGrading.settings = cgms; }
// Use this for initialization void Start() { currentLife = startingLife; txtLifeLeft.text = currentLife.ToString() + " / " + startingLife.ToString(); ColorGradingModel.Settings s = profile.colorGrading.settings; s.basic.saturation = 1f; profile.colorGrading.settings = s; }
void ResetPostProcessingProfiles() { foreach (PostProcessingProfile profile in postProcessingProfiles) { ColorGradingModel.Settings gradingSettings = profile.colorGrading.settings; gradingSettings.basic.postExposure = 0; profile.colorGrading.settings = gradingSettings; } }
public void SetValue(float f) { this.warningText.enabled = (f > 0.5f); PlayerPrefs.SetFloat("gamma", f); ColorGradingModel.Settings settings = default(ColorGradingModel.Settings); settings = this.profile.colorGrading.settings; settings.basic.postExposure = f; this.profile.colorGrading.settings = settings; }
//void OnTriggerStay(Collider other) //{ // if (isGrayScale) // return; // ColorGradingModel.Settings cgs = profile.colorGrading.settings; // cgs.basic.saturation = 1; // profile.colorGrading.settings = cgs; //} void OnTriggerExit(Collider other) { //Debug.Log("exiting region"); ColorGradingModel.Settings cgs = profile.colorGrading.settings; cgs.basic.saturation = 0; profile.colorGrading.settings = cgs; Debug.Log(cgs.basic.saturation); //Debug.Log("region exited"); }
// Update is called once per frame void Update() { ColorGradingModel.Settings colorGrading = Profile.colorGrading.settings; if (Input.GetKeyDown(KeyCode.Alpha6)) { colorGrading.basic.hueShift = HueShiftAngle; } Profile.colorGrading.settings = colorGrading; }
void Start() { player = GameObject.FindGameObjectWithTag("Player"); cammy = GetComponent <Camera>(); colorGrader = pp.colorGrading.settings; ResetColor(); }
private void TurnRed() { ColorGradingModel.Settings settings = this.Profile.colorGrading.settings; settings.basic.saturation = Mathf.MoveTowards(settings.basic.saturation, 1f, Time.deltaTime * 0.1f); settings.channelMixer.red = Vector3.MoveTowards(settings.channelMixer.red, new Vector3(1f, 0f, 0f), Time.deltaTime * 0.1f); settings.channelMixer.green = Vector3.MoveTowards(settings.channelMixer.green, new Vector3(0f, 0.5f, 0f), Time.deltaTime * 0.1f); settings.channelMixer.blue = Vector3.MoveTowards(settings.channelMixer.blue, new Vector3(0f, 0f, 0.5f), Time.deltaTime * 0.1f); this.Profile.colorGrading.settings = settings; }