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; }
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; } }
IEnumerator InterpolateGrain(float target, float speed, float limit, InterpolationType iType) { float velocity = 0; GrainModel.Settings conf = profile.grain.settings; while (Mathf.Abs(conf.intensity - target) > limit) { switch (iType) { case InterpolationType.damp: conf.intensity = Mathf.SmoothDamp(conf.intensity, target, ref velocity, speed); break; case InterpolationType.lerp: conf.intensity = Mathf.Lerp(conf.intensity, target, speed); break; } profile.grain.settings = conf; yield return(new WaitForEndOfFrame()); } conf.intensity = target; profile.grain.settings = conf; isFading = false; }
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 IEnumerator CameraEffectsHit(PostProcessingBehaviour pp) { pp.profile.chromaticAberration.enabled = true; pp.profile.grain.enabled = true; ChromaticAberrationModel.Settings CASettings = new ChromaticAberrationModel.Settings(); GrainModel.Settings GrainSettings = new GrainModel.Settings(); CASettings.intensity = 0; GrainSettings.intensity = 0; GrainSettings.size = 0; var time = .4f; while (time > .2f) { time -= Time.deltaTime; CASettings.intensity += .1f; GrainSettings.intensity += .025f; GrainSettings.size += .1f; pp.profile.chromaticAberration.settings = CASettings; pp.profile.grain.settings = GrainSettings; yield return(null); } while (time > 0f && time <= .2f) { time -= Time.deltaTime; CASettings.intensity -= .15f; GrainSettings.intensity -= .025f; GrainSettings.size -= .1f; pp.profile.chromaticAberration.settings = CASettings; pp.profile.grain.settings = GrainSettings; yield return(null); } pp.profile.chromaticAberration.enabled = false; pp.profile.grain.enabled = false; }
// Start is called before the first frame update void Start() { goforward.onClick.AddListener(FirstGoForward); floorSpawningScript = GetComponent <FloorSpawningScript>(); GrainModel.Settings settings = profile.grain.settings; settings.intensity = 0.7f; profile.grain.settings = settings; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); stage = 0; GrainModel.Settings Grain = normal.grain.settings; Grain.intensity = 0; normal.grain.settings = Grain; i = 0; }
private void PPPUpdateHelper(bool motionBlur, bool chromaticAberration, float grainIntensity, float grainSize) { ppb.profile.motionBlur.enabled = motionBlur; ppb.profile.chromaticAberration.enabled = chromaticAberration; GrainModel.Settings grainSettings = ppb.profile.grain.settings; grainSettings.intensity = grainIntensity; grainSettings.size = grainSize; ppb.profile.grain.settings = grainSettings; }
private static void WriteG(List <string> lines, GrainModel.Settings settings) { lines.Append("Grain", 1); lines.Append("{", 1); lines.Append("Colored = " + settings.colored.Convert(), 2); lines.Append("Intensity = " + settings.intensity, 2); lines.Append("Luminance_Contribution = " + settings.luminanceContribution, 2); lines.Append("Size = " + settings.size, 2); lines.Append("}", 1); }
void Start() { profile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; bloomSettings = profile.bloom.settings; vignetteSettings = profile.vignette.settings; grainSettings = profile.grain.settings; ResetGrain(); ResetVignette(); }
void Start() { //Recticle Activate Reticle.gameObject.SetActive(true); //Grey Reset transitionImage.gameObject.SetActive(false); //Grain Reset GrainModel.Settings grainSettings = postProProfile.grain.settings; grainSettings.intensity = grainLevel; postProProfile.grain.settings = grainSettings; }
public void MagneticIntensityUp() { intentsityEffect += Time.deltaTime; if (intentsityEffect > 1.0f) { intentsityEffect = 1.0f; } GrainModel.Settings grainSettings = profiles[1].grain.settings; grainSettings.intensity = intentsityEffect; profiles[1].grain.settings = grainSettings; }
// Update is called once per frame void Update() { if (flag4) { grainsetting = behaviour.profile.grain.settings; grainsetting.intensity = 0.5f; behaviour.profile.grain.settings = grainsetting; Invoke("mati", 0.5f); flag4 = false; } }
// Update is called once per frame void Update() { float ratio = m_motivation.Total / 100.0f; ColorGradingModel.Settings colorSettings = m_profile.colorGrading.settings; colorSettings.basic.saturation = ratio * 2.0f; m_profile.colorGrading.settings = colorSettings; GrainModel.Settings grainSettings = m_profile.grain.settings; grainSettings.intensity = (1 - ratio) / 2.0f; m_profile.grain.settings = grainSettings; }
public void GrainEffect(float level, float instanceId = -1) { GrainModel.Settings settings = postProcessingProfile.grain.settings; settings.intensity = level / 5; postProcessingProfile.grain.settings = settings; if (instanceId != -1) { ids.Add(instanceId); } }
// Use this for initialization void Start() { profile = Behaviour.profile; grain = profile.grain.settings; vignette = profile.vignette.settings; saturation = profile.colorGrading.settings; Space.Connect <DefaultEvent>(Events.StatChange, OnStatChange); StartCoroutine(TextParser.FrameDelay(Events.StatChange)); }
// Update is called once per frame void Update() { if (stage == 0) { if (player.GetComponent <damageController>().getHealth() <= 0) { OnPlayerDeath(); } } else if (stage == 1) { GrainModel.Settings Grain = normal.grain.settings; //float time = Time.unscaledDeltaTime; //Debug.Log(Grain.intensity + " | " + time); Grain.intensity += Time.unscaledDeltaTime; if (Grain.intensity >= 1) { stage = 2; Grain.intensity = 1; } normal.grain.settings = Grain; } else if (stage == 2) { stage = 3; videoPlayer.GetComponent <VideoPlayer>().Play(); var clone1 = Instantiate(DeathSound2, transform.position, Quaternion.identity); HUD.SetActive(false); } else if (stage == 3) { GrainModel.Settings Grain = normal.grain.settings; Grain.intensity -= Time.unscaledDeltaTime * 5; if (Grain.intensity <= 0) { Grain.intensity = 0; } stage = 4; normal.grain.settings = Grain; } else if (stage == 4) { i += Time.unscaledDeltaTime; if (i >= 1) { stage = 5; } } else if (stage == 5) { DeathMenu.SetActive(true); } }
private static void ConvertGrainSettings(PostProcessProfile ppp, GrainModel.Settings grain) { var grain2 = ppp.AddSettings <Grain>(); grain2.colored.overrideState = true; grain2.colored.value = grain.colored; grain2.intensity.overrideState = true; grain2.intensity.value = grain.intensity; grain2.lumContrib.overrideState = true; grain2.lumContrib.value = grain.luminanceContribution; grain2.size.overrideState = true; grain2.size.value = grain.size; }
protected override void SetupEffects() { //Model Settings motionBlurModel = profile.motionBlur.settings; grainModel = profile.grain.settings; vignetteModel = profile.vignette.settings; InitialEffectsSettings(); //Parameters Compensation motionBlurFrameBlending -= initialMotionBlurFrameBlending; grainIntensity -= initialGrainIntensity; vignetteIntensity -= initialVignetteIntensity; }
// Use this for initialization void Start() { if (bGrainOn) { GrainModel.Settings temp = mPostProcessing.grain.settings; mGrainTime += Time.deltaTime; float mMin = 0.2f; temp.intensity = mMin + Mathf.PingPong(mGrainTime, 0.1f); if (mGrainTime >= 1) { mGrainTime = 0; } } }
// Use this for initialization void Start() { //Always assign the default settings so other //things you don't want to change aren't reset bloomS = mainProfile.bloom.settings; bloomS.bloom.intensity = 0; chromeS = mainProfile.chromaticAberration.settings; chromeS.intensity = 0; vigS = mainProfile.vignette.settings; vigS.intensity = 0.5f; StartCoroutine(heartbeatChange()); grainS = mainProfile.grain.settings; grainS.intensity = 0; mainProfile.grain.settings = grainS; }
public static void EnableNightVisionEffect(AbstractActor source) { // Skip if the green effect is disabled if (!Mod.Config.Toggles.ShowNightVision) { return; } ModState.IsNightVisionMode = true; MoodController mc = ModState.GetMoodController(); Traverse uppT = Traverse.Create(mc).Field("unityPostProcess"); PostProcessingBehaviour ppb = uppT.GetValue <PostProcessingBehaviour>(); // Enable grain and set the intensity Traverse grainT = Traverse.Create(ppb).Field("m_Grain"); GrainComponent gc = grainT.GetValue <GrainComponent>(); GrainModel.Settings gms = gc.model.settings; gms.intensity = 0.8f; gms.size = 1.0f; gc.model.settings = gms; Traverse sunlightBTT = Traverse.Create(mc).Field("sunlightBT"); BTSunlight sunlightBT = sunlightBTT.GetValue <BTSunlight>(); // Disable shadows from sunlight //BTSunlight.SunlightSettings sunlightS = sunlightBT.sunSettings; //sunlightS.castShadows = false; //sunlightBT.sunSettings = sunlightS; Traverse sunlightT = Traverse.Create(sunlightBT).Field("sunLight"); Light sunlight = sunlightT.GetValue <Light>(); sunlight.shadows = LightShadows.None; // Set the sunlight color Color lightVision = Color.green; lightVision.a = 0.8f; Shader.SetGlobalColor(Shader.PropertyToID("_BT_SunlightColor"), lightVision); // Disable opacity from the clouds Shader.SetGlobalFloat(Shader.PropertyToID("_BT_CloudOpacity"), 0f); // Make the sunlight point straight down Shader.SetGlobalVector(Shader.PropertyToID("_BT_SunlightDirection"), sunlightBT.transform.up); }
void Transition() { float rndm = Random.Range(0.75f, 1.0f); //Grain Activate GrainModel.Settings grainSettings = postProProfile.grain.settings; grainSettings.intensity = 1; postProProfile.grain.settings = grainSettings; //Grey Activate transitionImage.gameObject.SetActive(true); //Reticle Reset Reticle.gameObject.SetActive(false); //Transition Sound audioSource.pitch = rndm; audioSource.PlayOneShot(transitionSound, 0.75f); }
IEnumerator ProcessMushroomEffect() { while (true) { ChromaticAberrationModel.Settings caSettings = profile.chromaticAberration.settings; GrainModel.Settings gSettings = profile.grain.settings; caSettings.intensity = player.GetComponent <MushroomEffect>().intoxication / 30f; gSettings.intensity = player.GetComponent <MushroomEffect>().intoxication / 60f; profile.chromaticAberration.settings = caSettings; profile.grain.settings = gSettings; yield return(new WaitForSeconds(0.25f)); } }
protected void LerpGrain(float rate) { float GRAIN_ACTIVATION_LIMIT = 0.05f; transitionProfile.grain.enabled = EnableOrDisableEffect(oldProfile.grain.enabled, futureProfile.grain.enabled, rate, GRAIN_ACTIVATION_LIMIT); GrainModel.Settings currentSettings = oldProfile.grain.settings; GrainModel.Settings futureSettings = futureProfile.grain.settings; currentSettings.intensity = Mathf.Lerp(currentSettings.intensity, futureSettings.intensity, rate); currentSettings.luminanceContribution = Mathf.Lerp(currentSettings.luminanceContribution, futureSettings.luminanceContribution, rate); currentSettings.size = Mathf.Lerp(currentSettings.size, futureSettings.size, rate); // currentSettings.colored = ; transitionProfile.grain.settings = currentSettings; }
IEnumerator ResetGrain(float waitTime) { //Wait yield return(new WaitForSeconds(waitTime)); //Recticle Activate Reticle.gameObject.SetActive(true); //Grey Reset transitionImage.gameObject.SetActive(false); //Grain Reset GrainModel.Settings grainSettings = postProProfile.grain.settings; grainSettings.intensity = grainLevel; postProProfile.grain.settings = grainSettings; //Transition Sound Stop audioSource.Stop(); }
public void Fire() { behaviour.profile.grain.enabled = true; var grainIntensity = kvps.ContainsKey(intensity) ? float.Parse(kvps[intensity]) : 0; var grainSize = kvps.ContainsKey(size) ? float.Parse(kvps[size]) : 0.3f; var grainContribution = kvps.ContainsKey(contribution) ? float.Parse(kvps[contribution]) : 0; var isColor = kvps.ContainsKey(coloerd) ? bool.Parse(kvps[coloerd]) : true; var setting = new GrainModel.Settings(); setting.intensity = grainIntensity; setting.size = grainSize; setting.luminanceContribution = grainContribution; setting.colored = isColor; behaviour.profile.grain.settings = setting; }
void Start() { // Replace the profile with its clone. var postfx = GetComponent <PostProcessingBehaviour>(); _profile = Instantiate <PostProcessingProfile>(postfx.profile); postfx.profile = _profile; // Initialize the public structs with the current profile. enableAntialiasing = _profile.antialiasing.enabled; antialiasing = _profile.antialiasing.settings; enableAmbientOcclusion = _profile.ambientOcclusion.enabled; ambientOcclusion = _profile.ambientOcclusion.settings; enableScreenSpaceReflection = _profile.screenSpaceReflection.enabled; screenSpaceReflection = _profile.screenSpaceReflection.settings; enableDepthOfField = _profile.depthOfField.enabled; depthOfField = _profile.depthOfField.settings; enableMotionBlur = _profile.motionBlur.enabled; motionBlur = _profile.motionBlur.settings; enableEyeAdaptation = _profile.eyeAdaptation.enabled; eyeAdaptation = _profile.eyeAdaptation.settings; enableBloom = _profile.bloom.enabled; bloom = _profile.bloom.settings; enableColorGrading = _profile.colorGrading.enabled; colorGrading = _profile.colorGrading.settings; enableUserLut = _profile.userLut.enabled; userLut = _profile.userLut.settings; enableChromaticAberration = _profile.chromaticAberration.enabled; chromaticAberration = _profile.chromaticAberration.settings; enableGrain = _profile.grain.enabled; grain = _profile.grain.settings; enableVignette = _profile.vignette.enabled; vignette = _profile.vignette.settings; }
// Use this for initialization void Start() { playerMove = GameObject.Find("Player").GetComponent <PlayerMovement>(); playerCombatScript = GameObject.Find("Player").GetComponent <PlayerCombat>(); darkness = false; enhancedRadius = false; enhancedRadiusTime = 0; vignetteSettings = profile.vignette.settings; chromaticAberSettings = profile.chromaticAberration.settings; grainSettings = profile.grain.settings; gameCam = GameObject.Find("Main Camera").GetComponent <Camera>(); // set starting intensities for easier code management vignetteStartingIntensity = .8f; chromaticAbStartingIntensity = chromaticAberSettings.intensity; grainStartingIntensity = grainSettings.intensity; expansionRate = .005f; }
void RestartGraphicProfile() { vignette_sett = camera_effects.vignette.settings; vignette_sett.intensity = 0.0f; camera_effects.vignette.settings = vignette_sett; grain_sett = camera_effects.grain.settings; grain_sett.intensity = 0.0f; camera_effects.grain.settings = grain_sett; aberration_sett = camera_effects.chromaticAberration.settings; aberration_sett.intensity = 0.0f; camera_effects.chromaticAberration.settings = aberration_sett; bloom_set = camera_effects.bloom.settings; bloom_set.bloom.intensity = 0.0f; camera_effects.bloom.settings = bloom_set; }