// 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);*/
    }
Exemple #2
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    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;
 }
Exemple #8
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    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;
    }
Exemple #11
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    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;
            }
        }
    }
Exemple #13
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    /// <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();
                }
            }
        }
Exemple #15
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    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;
 }
Exemple #17
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    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 #18
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    // 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;
    }
Exemple #19
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        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;
        }
Exemple #20
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    private static void UpdateBlueChannel(Vector3 value)
    {
        ColorGradingModel.Settings cgms = instance.postProcessProfile.colorGrading.settings;

        cgms.channelMixer.blue = value;

        instance.postProcessProfile.colorGrading.settings = cgms;
    }
Exemple #21
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    // 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;
    }
Exemple #22
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    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;
        }
Exemple #24
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 // 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;
 }
Exemple #25
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 void ResetPostProcessingProfiles()
 {
     foreach (PostProcessingProfile profile in postProcessingProfiles)
     {
         ColorGradingModel.Settings gradingSettings = profile.colorGrading.settings;
         gradingSettings.basic.postExposure = 0;
         profile.colorGrading.settings      = gradingSettings;
     }
 }
Exemple #26
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 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;
 }
Exemple #27
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    //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;
 }