void OnPauseRoutineEnd(bool isPaused, float routineTime) { SteamVR_Fade.Start(Color.clear, routineTime); if (!isPaused) { hmdCamera.clearFlags = lastClearFlags; hmdCamera.backgroundColor = lastClearColor; lastFog.SetFog(); EnableAllLights(); DisablePauseRoomLight(); } else { lastClearFlags = hmdCamera.clearFlags; lastClearColor = hmdCamera.backgroundColor; hmdCamera.clearFlags = CameraClearFlags.SolidColor; hmdCamera.backgroundColor = Color.black; lastFog = new FogComponent(true); pauseFog.SetFog(); DisableAllLights(); EnablePauseRoomLight(); } }
void OnEnable() { m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); m_MaterialFactory = new MaterialFactory(); m_RenderTextureFactory = new RenderTextureFactory(); m_Context = new PostProcessingContext(); // Keep a list of all post-fx for automation purposes m_Components = new List <PostProcessingComponentBase>(); // Component list m_DebugViews = AddComponent(new BuiltinDebugViewsComponent()); m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent()); m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent()); m_FogComponent = AddComponent(new FogComponent()); m_MotionBlur = AddComponent(new MotionBlurComponent()); m_Taa = AddComponent(new TaaComponent()); m_EyeAdaptation = AddComponent(new EyeAdaptationComponent()); m_DepthOfField = AddComponent(new DepthOfFieldComponent()); m_Bloom = AddComponent(new BloomComponent()); m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent()); m_ColorGrading = AddComponent(new ColorGradingComponent()); m_UserLut = AddComponent(new UserLutComponent()); m_Grain = AddComponent(new GrainComponent()); m_Vignette = AddComponent(new VignetteComponent()); m_Dithering = AddComponent(new DitheringComponent()); m_Fxaa = AddComponent(new FxaaComponent()); // Prepare state observers m_ComponentStates = new Dictionary <PostProcessingComponentBase, bool>(); foreach (var component in m_Components) { m_ComponentStates.Add(component, false); } useGUILayout = false; }
void Awake() { pauseFog = new FogComponent(true, Color.black, FogMode.Exponential, 1, 0, 0); }