IEnumerator PostEffectTimer(PostEffect postEffect) { PostEffect.PostEffectType postEffectType = postEffect.type; switch (postEffectType) { case PostEffect.PostEffectType.BURN: { for (int i = 0; i < 3; ++i) { Color oldColor = spriteRenderer.color; postEffect.PerformEffect(); yield return(new WaitForSeconds(0.3f)); spriteRenderer.color = oldColor; yield return(new WaitForSeconds(0.8f)); } break; } case PostEffect.PostEffectType.FREEZE: { postEffect.PerformEffect(); yield return(new WaitForSeconds(2f)); } break; default: break; } postEffect.RevertEffect(); }
public void CastCameraEffect(string camEffectName, params object[] args) { switch (camEffectName) { case "DeathEffect": postEffect = new DeathEffect(); break; case "BeHitEffect": postEffect = new BeHitEffect(); break; case "MotionBlurEffect": postEffect = new MotionBlurEffect(); break; default: break; } if (postEffect != null) { if (!PosteffectsDic.ContainsKey(camEffectName)) { PosteffectsDic.Add(camEffectName, postEffect); } PosteffectsDic[camEffectName].CastCameraEffect(args); } }
public override void preProcess() { PostEffect combinePass = findObjectByInternalName("combinePass", true); if (combinePass[".texture[3]"] != mColorCorrectionFileName) // sGlobal["$HDRPostFX::colorCorrectionRamp"]) { combinePass.setTexture(3, mColorCorrectionFileName); // sGlobal["$HDRPostFX::colorCorrectionRamp"]); } }
/// <description> /// ( PostEffect, [bool clear = false] ) /// </description> public static void Open(PostEffect pfx, bool clear = false) { InternalUnsafeMethods.Open__Args _args = new InternalUnsafeMethods.Open__Args() { pfx = pfx.ObjectPtr, clear = clear, }; InternalUnsafeMethods.Open()(_args); }
void Start() { player = transform.parent.GetComponentInChildren <PlayerController>(); cam = transform.parent.GetComponentInChildren <Camera>(); pe = cam.GetComponent <PostEffect>(); syncPlayer = GetComponentInParent <PlayerSync>(); cape = transform.parent.GetComponentInChildren <Cloth>(); nvs = GameObject.FindObjectOfType <NetworkVariables>(); localhost = GameObject.FindObjectOfType <LocalConnections>(); }
public override void setShaderConsts() { setShaderConst("$brightScalar", sGlobal["$LightRayPostFX::brightScalar"]); PostEffect pfx = findObjectByInternalName("final", true); pfx.setShaderConst("$numSamples", sGlobal["$LightRayPostFX::numSamples"]); pfx.setShaderConst("$density", sGlobal["$LightRayPostFX::density"]); pfx.setShaderConst("$weight", sGlobal["$LightRayPostFX::weight"]); pfx.setShaderConst("$decay", sGlobal["$LightRayPostFX::decay"]); pfx.setShaderConst("$exposure", sGlobal["$LightRayPostFX::exposure"]); }
public static string LoadShader(PostEffect effect) { switch (effect) { case PostEffect.Bit4: return("Hidden/Aubergine/4Bit"); default: return(string.Format("Hidden/Aubergine/{0}", effect)); } }
public override bool onEnabled() { PostEffect HDRPostFX = "HDRPostFX"; if (!HDRPostFX.isEnabledX()) { HDRPostFX.enable(); } HDRPostFX["skip"] = true.AsString(); return(true); }
public PostEffectProxy CreatePostEffectProxy(Camera cam) { PostEffect postEffect = cam.GetComponent <PostEffect>(); if (postEffect == null) { postEffect = cam.gameObject.AddComponent <PostEffect>(); } return(cam.GetComponent <PostEffectProxy>()); }
public void SetPlay() { Debug.Log("Set play"); currentState = GameState.GAMEPLAY; volume.profile = baseProfile; canvasPauseMenu.SetActive(false); Time.timeScale = 1.0f; if (pixelShader.isOn) { PostEffect post = cam.gameObject.GetComponent <PostEffect>(); post.enabled = true; } }
public override void setShaderConsts() { if (this["autoFocusEnabled"].AsBool()) { autoFocus(); } float fd = this["focalDist"].AsFloat() / fGlobal["$Param::FarDist"]; double range = Util.mLerp(this["minRange"].AsFloat(), this["maxRange"].AsFloat(), fd) / fGlobal["$Param::FarDist"] * .5; // We work in "depth" space rather than real-world units for the // rest of this method... // Given the focal distance and the range around it we want in focus // we can determine the near-end-distance and far-start-distance double ned = Util.getMax(fd - (float)range, (float)0.0); double fsd = Util.getMin(fd + (float)range, (float)1.0); // near slope float nsl = this["nearSlope"].AsFloat(); // Given slope of near blur equation and the near end dist and amount (x2,y2) // solve for the y-intercept // y = mx + b // so... // y - mx = b float b = (float)0.0 - nsl * (float)ned; string eqNear = nsl.AsString() + " " + b.AsString() + " 0.0"; // Do the same for the far blur equation... float fsl = this["farSlope"].AsFloat(); b = (float)0.0 - fsl * (float)fsd; string eqFar = fsl.AsString() + " " + b.AsString() + " " + "1.0"; PostEffect DOFFinalPFX = "DOFFinalPFX"; this.setShaderConst("$dofEqWorld", eqNear); DOFFinalPFX.setShaderConst("$dofEqFar", eqFar); this.setShaderConst("$maxWorldCoC", this["nearBlurMax"]); DOFFinalPFX.setShaderConst("$maxFarCoC", this["farBlurMax"]); DOFFinalPFX.setShaderConst("$dofLerpScale", this["lerpScale"]); DOFFinalPFX.setShaderConst("$dofLerpBias", this["lerpBias"]); }
public override void setShaderConsts() { setShaderConst("$brightPassThreshold", sGlobal["$HDRPostFX::brightPassThreshold"]); setShaderConst("$g_fMiddleGray", sGlobal["$HDRPostFX::keyValue"]); PostEffect bloomh = findObjectByInternalName("bloomH", true); bloomh.setShaderConst("$gaussMultiplier", sGlobal["$HDRPostFX::gaussMultiplier"]); bloomh.setShaderConst("$gaussMean", sGlobal["$HDRPostFX::gaussMean"]); bloomh.setShaderConst("$gaussStdDev", sGlobal["$HDRPostFX::gaussStdDev"]); PostEffect bloomV = findObjectByInternalName("bloomV", true); bloomV.setShaderConst("$gaussMultiplier", sGlobal["$HDRPostFX::gaussMultiplier"]); bloomV.setShaderConst("$gaussMean", sGlobal["$HDRPostFX::gaussMean"]); bloomV.setShaderConst("$gaussStdDev", sGlobal["$HDRPostFX::gaussStdDev"]); double minLuminace = dGlobal["$HDRPostFX::minLuminace"]; if (minLuminace <= 0.0) { minLuminace = 0.00001; } ((PostEffect)findObjectByInternalName("adaptLum", true)).setShaderConst("$g_fMinLuminace", minLuminace.AsString()); ((PostEffect)findObjectByInternalName("finalLum", true)).setShaderConst("$adaptRate", sGlobal["$HDRPostFX::adaptRate"]); PostEffect combinePass = findObjectByInternalName("combinePass", true); combinePass.setShaderConst("$g_fEnableToneMapping", sGlobal["$HDRPostFX::enableToneMapping"]); combinePass.setShaderConst("$g_fMiddleGray", sGlobal["$HDRPostFX::keyValue"]); combinePass.setShaderConst("$g_fBloomScale", sGlobal["$HDRPostFX::enableBloom"]); combinePass.setShaderConst("$g_fEnableBlueShift", sGlobal["$HDRPostFX::enableBlueShift"]); combinePass.setShaderConst("$g_fBlueShiftColor", sGlobal["$HDRPostFX::blueShiftColor"]); float clampedGamma = Util.mClamp(fGlobal["$pref::Video::Gamma"], (float)0.001, (float)2.2); combinePass.setShaderConst("$g_fOneOverGamma", (1 / clampedGamma).AsString()); float whiteCutoff = fGlobal["$HDRPostFX::whiteCutoff"] * fGlobal["$HDRPostFX::whiteCutoff"] * fGlobal["$HDRPostFX::whiteCutoff"] * fGlobal["$HDRPostFX::whiteCutoff"]; combinePass.setShaderConst("$g_fWhiteCutoff", whiteCutoff.AsString()); }
// Start is called before the first frame update void Start() { postEffect = Camera.main.GetComponent <PostEffect>(); monsterSound = gameObject.GetComponent <AudioSource>(); GameObject body = gameObject.transform.Find("body_mesh").gameObject; charRenderer = body.GetComponent <Renderer>(); spotlight = spotlightObject.GetComponent <Light>(); pointlight = spotlightObject.transform.GetChild(0).gameObject.GetComponent <Light>(); blushAmount = 0.0f; tearAmount = 0.0f; lerpAmount = 0.0f; hopAmount = Mathf.PI / 2.0f; blinkVal = 0; postEffect.PostMat.SetFloat("_BlinkAmount", 0f); }
void Start() { center = new Vector3(-0.7f, 0f, -3.95f); Civilians = new Civilian[CivilianCount]; for (int i = 0; i < CivilianCount; i++) { StartCoroutine("OffsetCivilianEntry", i); Civilians[i].status = 1.0f; } tintCount = Tints.Length; animator = Char.GetComponent <Animator>(); postEffect = Camera.main.GetComponent <PostEffect>(); HealthHeart.SetActive(true); healthRenderer = HealthHeart.GetComponent <MeshRenderer>(); healthPoints = 200f; StartCoroutine("FadeInHeart"); }
public override void setShaderConsts() { setShaderConst("$texSize1", "0"); setShaderConst("$overallStrength", sGlobal["$SSAOPostFx::overallStrength"]); //thisobj.setShaderConst("$",); setShaderConst("$sRadius", sGlobal["$SSAOPostFx::sRadius"]); setShaderConst("$sStrength", sGlobal["$SSAOPostFx::sStrength"]); setShaderConst("$sDepthMin", sGlobal["$SSAOPostFx::sDepthMin"]); setShaderConst("$sDepthMax", sGlobal["$SSAOPostFx::sDepthMax"]); setShaderConst("$sDepthPow", sGlobal["$SSAOPostFx::sDepthPow"]); setShaderConst("$sNormalTol", sGlobal["$SSAOPostFx::sNormalTol"]); setShaderConst("$sNormalPow", sGlobal["$SSAOPostFx::sNormalPow"]); setShaderConst("$lRadius", sGlobal["$SSAOPostFx::lRadius"]); setShaderConst("$lStrength", sGlobal["$SSAOPostFx::lStrength"]); setShaderConst("$lDepthMin", sGlobal["$SSAOPostFx::lDepthMin"]); setShaderConst("$lDepthMax", sGlobal["$SSAOPostFx::lDepthMax"]); setShaderConst("$lDepthPow", sGlobal["$SSAOPostFx::lDepthPow"]); setShaderConst("$lNormalTol", sGlobal["$SSAOPostFx::lNormalTol"]); setShaderConst("$lNormalPow", sGlobal["$SSAOPostFx::lNormalPow"]); PostEffect blur = findObjectByInternalName("blurY", false); blur.setShaderConst("$blurDepthTol", sGlobal["$SSAOPostFx::blurDepthTol"]); blur.setShaderConst("$blurNormalTol", sGlobal["$SSAOPostFx::blurNormalTol"]); blur = findObjectByInternalName("blurX", false); blur.setShaderConst("$blurDepthTol", sGlobal["$SSAOPostFx::blurDepthTol"]); blur.setShaderConst("$blurNormalTol", sGlobal["$SSAOPostFx::blurNormalTol"]); blur = findObjectByInternalName("blurY2", false); blur.setShaderConst("$blurDepthTol", sGlobal["$SSAOPostFx::blurDepthTol"]); blur.setShaderConst("$blurNormalTol", sGlobal["$SSAOPostFx::blurNormalTol"]); blur = findObjectByInternalName("blurX2", false); blur.setShaderConst("$blurDepthTol", sGlobal["$SSAOPostFx::blurDepthTol"]); blur.setShaderConst("$blurNormalTol", sGlobal["$SSAOPostFx::blurNormalTol"]); }
public void quit() { GuiEditorGui GuiEditorGui = "GuiEditorGui"; GuiEditorGui.GuiEditor GuiEditor = "GuiEditor"; SimSet GuiGroup = "GuiGroup"; GuiCanvas Canvas = "Canvas"; PostEffect MLAAFx = "MLAAFx"; this.close(); GuiGroup.add(GuiEditorGui); // we must not delete a window while in its event handler, or we foul the event dispatch mechanism this.schedule("10", "delete"); Canvas.setContent(GuiEditor["lastContent"]); bGlobal["$InGuiEditor"] = false; //Temp fix to disable MLAA when in GUI editor if (MLAAFx.isObject() && bGlobal["$MLAAFxGuiEditorTemp"]) { MLAAFx.isEnabled = true; bGlobal["$MLAAFxGuiEditorTemp"] = false; } }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, PostEffect postEffect) { this.ResolveShadows(shadowCasterMap, resultLight, postEffect, 1f); }
public void AddPostEffect(PostEffect newPostEffect) { StartCoroutine(PostEffectTimer(newPostEffect)); }
public override void onDisabled() { PostEffect HDRPostFX = "HDRPostFX"; HDRPostFX["skip"] = false.AsString(); }
// Start is called before the first frame update void Start() { startTime = Time.fixedTime; postEffect = Camera.main.GetComponent <PostEffect>(); blinkVal = 0; }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, Camera gameCamera) { this.ResolveShadows(shadowCasterMap, resultLight, printRT, postEffect, 1f, gameCamera); }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, float distanceMod, Camera gameCamera) { BlendState backupBlendState = graphicsDevice.BlendState; graphicsDevice.BlendState = BlendState.Opaque; this.ExecuteTechniqueDistortAndComputeDistance(shadowCasterMap, resultLight, shadowMapDistorted, "DistortAndComputeDistances", gameCamera); // Horizontal reduction this.ApplyHorizontalReduction(shadowMapDistorted, this.shadowMapDigested); this.distanceMod = distanceMod; switch (postEffect) { case PostEffect.LinearAttenuation: { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsLinearAttenuation", this.shadowMapDigested); } break; case PostEffect.LinearAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighLinearAttenuation"); } break; case PostEffect.CurveAttenuation: { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsCurveAttenuation", this.shadowMapDigested); } break; case PostEffect.CurveAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighCurveAttenuation"); } break; case PostEffect.Only_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyLowNoAttenuation"); } break; case PostEffect.Only_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyMidNoAttenuation"); } break; case PostEffect.Only_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, printRT, "BlurVerticallyHighNoAttenuation"); } break; default: //NOFX { this.ExecuteTechniqueDrawShadows(printRT, "DrawShadowsNoAttenuation", this.shadowMapDigested); } break; } graphicsDevice.BlendState = backupBlendState; }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, RenderTarget2D printRT, PostEffect postEffect, float distanceMod, Vector2 newPosition, Camera gameCamera) { resultLight.Position = newPosition; this.ResolveShadows(shadowCasterMap, resultLight, printRT, postEffect, distanceMod, gameCamera); }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, PostEffect postEffect, Vector2 newPosition, int radius) { resultLight.Position = newPosition; this.ResolveShadows(shadowCasterMap, resultLight, postEffect, 1f, radius); }
// OnStateEnter is called when a transition starts and the state machine starts to evaluate this state override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) { postEffect = Camera.main.GetComponent <PostEffect>(); }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, PostEffect postEffect, float distanceMod) { BlendState backupBlendState = graphicsDevice.BlendState; graphicsDevice.BlendState = BlendState.Opaque; this.ExecuteTechniqueDistortAndComputeDistance(shadowCasterMap, resultLight, shadowMapDistorted, "DistortAndComputeDistances"); // Horizontal reduction this.ApplyHorizontalReduction(shadowMapDistorted, this.shadowMapDigested); this.distanceMod = distanceMod; switch (postEffect) { case PostEffect.LinearAttenuation: { this.ExecuteTechniqueDrawShadows(resultLight.PrintedLight, "DrawShadowsLinearAttenuation", this.shadowMapDigested); } break; case PostEffect.LinearAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyLowLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyMidLinearAttenuation"); } break; case PostEffect.LinearAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyHighLinearAttenuation"); } break; case PostEffect.CurveAttenuation: { this.ExecuteTechniqueDrawShadows(resultLight.PrintedLight, "DrawShadowsCurveAttenuation", this.shadowMapDigested); } break; case PostEffect.CurveAttenuation_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyLowCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyMidCurveAttenuation"); } break; case PostEffect.CurveAttenuation_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyHighCurveAttenuation"); } break; case PostEffect.Only_BlurLow: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyLow"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyLowNoAttenuation"); } break; case PostEffect.Only_BlurMid: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyMid"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyMidNoAttenuation"); } break; case PostEffect.Only_BlurHigh: { this.ExecuteTechniqueDrawShadows(shadowsRT, "DrawShadowsNoAttenuationPreBlur", this.shadowMapDigested); this.ExecuteTechniqueBlurH(shadowsRT, processedShadowsRT, "BlurHorizontallyHigh"); this.ExecuteTechniqueBlurV(processedShadowsRT, resultLight.PrintedLight, "BlurVerticallyHighNoAttenuation"); } break; default: //NOFX { this.ExecuteTechniqueDrawShadows(resultLight.PrintedLight, "DrawShadowsNoAttenuation", this.shadowMapDigested); } break; } graphicsDevice.BlendState = backupBlendState; }
public void ResolveShadows(ShadowCasterMap shadowCasterMap, LightSource resultLight, PostEffect postEffect, float distanceMod, Vector2 newPosition) { resultLight.Position = newPosition; this.ResolveShadows(shadowCasterMap, resultLight, postEffect, distanceMod); }