void OnDeserialized() { this.CreateImageShaderFromPass(); //instead of creating a gammaLUT we get the one that was saved. this.gammaLut = this.GetComponent <GammaLUT>(); this.gammaLut.SetTargetMat(this.imageShaderMat); }
private void propagateCameraChanges() { if (this.myCameras.Length <= 1) { return; } GameObject original = this.myCameras[0]; GammaLUT glut = original.GetComponent <GammaLUT>(); ImageShaderScript iss = original.GetComponent <ImageShaderScript>(); FullScreenEffects fSFX = original.GetComponent <FullScreenEffects>(); for (int i = 1; i < this.myCameras.Length; i++) { GameObject other = this.myCameras[i]; if (glut != null) { GammaLUT glut2 = other.GetComponent <GammaLUT>(); glut2.brightness = glut.brightness; glut2.contrast = glut.contrast; glut2.gamma = glut.gamma; } if (iss != null) { ImageShaderScript iss2 = other.GetComponent <ImageShaderScript>(); iss2.HSL = iss.HSL; } else if (fSFX != null) { Color hsv = fSFX.mat.GetColor("_HsvAdjust"); FullScreenEffects fSFX2 = other.GetComponent <FullScreenEffects>(); fSFX2.mat.SetColor("_HsvAdjust", hsv); } } }
void OnDeserialized() { this.gammaLUTScript = this.GetComponent<GammaLUT>(); this.gammaLUTScript.SetTargetMat(mat); //Hack to disable/re-enable this script after deserialization. //Required because OnRenderImage won't get called unless you do this... this.enabled = false; this.enabled = true; }
// Use this for initialization void Awake() { this.mat = new Material(Shader.Find("iCinema/FullScreenCameraShader")); if (LevelSerializer.isBeingObjectTreeLoaded(this.gameObject)) { return; } this.gammaLUTScript = gameObject.AddComponent<GammaLUT>(); this.gammaLUTScript.SetTargetMat(mat); }
void OnDeserialized() { this.gammaLUTScript = this.GetComponent <GammaLUT>(); this.gammaLUTScript.SetTargetMat(mat); //Hack to disable/re-enable this script after deserialization. //Required because OnRenderImage won't get called unless you do this... this.enabled = false; this.enabled = true; }
// Use this for initialization void Awake() { this.mat = new Material(Shader.Find("iCinema/FullScreenCameraShader")); if (LevelSerializer.isBeingObjectTreeLoaded(this.gameObject)) { return; } this.gammaLUTScript = gameObject.AddComponent <GammaLUT>(); this.gammaLUTScript.SetTargetMat(mat); }
protected override void DoAwake() { if (LevelSerializer.isBeingObjectTreeLoaded(this.gameObject)) { return; //Assign gammalut after loading } // ImageShader needs a GammaLUT for Brightness/Contrast/Gamma to work // Use existing GammaLUT if it exists... this.gammaLut = this.gameObject.GetComponent <GammaLUT>(); // ...or create one if (this.gammaLut == null) { this.gammaLut = this.gameObject.AddComponent <GammaLUT>(); } }
public void doDrawGUI() { if (myCameras == null) { myCameras = getDebugCamera.getDebugPanelCameras(); } GameObject mc; if (myCameras.Length == 0) { mc = null; } else { mc = myCameras[0]; } FullScreenEffects fSFX = null; if (mc != null) { fSFX = mc.GetComponent <FullScreenEffects>(); } //######################################################### //# Refresh Camera button # //######################################################### if (GUILayout.Button("Refresh Camera Ref")) { myCameras = getDebugCamera.getDebugPanelCameras(); } //######################################################### //# Ambient Light Colour Picker # //######################################################### Color ambiColour = RenderSettings.ambientLight; ambiColour = ambientLightColour.DrawGUI(ambiColour); RenderSettings.ambientLight = ambiColour; //##################################################### //# Gamma, brightness, contrast # //##################################################### GammaLUT glut = mc.GetComponent <GammaLUT>(); if (glut != null && glut.enabled) { glut.DrawDebugGUI(); } else { GUILayout.Label("Main Camera does not have \nGammaLUT attached/enabled"); } //##################################################### //# Hue, Saturation, Value # //##################################################### ImageShaderScript iss = mc.GetComponent <ImageShaderScript>(); if (iss != null) { iss.DrawDebugGUI(); } else if (fSFX != null && fSFX.enabled) { if (fSFX.mat != null && fSFX.mat.HasProperty("_HsvAdjust")) { Color hsv = fSFX.mat.GetColor("_HsvAdjust"); hsv = hsvColour.DrawGUI(hsv); fSFX.mat.SetColor("_HsvAdjust", hsv); } else { GUILayout.Label("Warning: No _HsvAdjust in camera's shader"); } } //######################################################### //# Grid, blend # //######################################################### foreach (icDebugGUI icdg in otherGlobals) { try { icdg.DrawDebugGUI(); } catch (NullReferenceException) { //icdg script is disabled } } this.propagateCameraChanges(); }
void OnDeserialized() { this.CreateImageShaderFromPass(); //instead of creating a gammaLUT we get the one that was saved. this.gammaLut = this.GetComponent<GammaLUT>(); this.gammaLut.SetTargetMat(this.imageShaderMat); }
protected override void DoAwake() { if (LevelSerializer.isBeingObjectTreeLoaded(this.gameObject)) { return; //Assign gammalut after loading } // ImageShader needs a GammaLUT for Brightness/Contrast/Gamma to work // Use existing GammaLUT if it exists... this.gammaLut = this.gameObject.GetComponent<GammaLUT>(); // ...or create one if (this.gammaLut == null) { this.gammaLut = this.gameObject.AddComponent<GammaLUT>(); } }