Esempio n. 1
0
    /// <summary>
    /// Setup the player for use in Third person mode.
    /// </summary>
    void SetupThirdPerson()
    {
        playerSettings.RemoteObjects.SetActive(true);
        weaponCamera.enabled = false;
        //active the current TP Weapon
        OnLocalChangeWeapon(playerNetwork.gunManager.GetCurrentGunID);
        bl_UCrosshair.Instance.fadeOnAim             = false;
        playerNetwork.m_PlayerAnimation.useFootSteps = false;
        playerNetwork.m_PlayerAnimation.GetComponent <bl_BodyPartManager>().ActiveLocalRagdoll(false);

#if UNITY_POST_PROCESSING_STACK_V2
        if (weaponCameraEffects != null)
        {
            if (playerCameraEffects == null)
            {
                playerCameraEffects = playerCamera.GetComponent <PostProcessLayer>();
            }
            if (playerCameraEffects == null)
            {
                playerCameraEffects = playerCamera.gameObject.AddComponent <PostProcessLayer>();
                playerCameraEffects.Init(bl_CameraViewSettings.Instance.postProcessResources);
                playerCameraEffects.volumeLayer      = weaponCameraEffects.volumeLayer;
                playerCameraEffects.antialiasingMode = weaponCameraEffects.antialiasingMode;
                playerCameraEffects.fastApproximateAntialiasing.fastMode = weaponCameraEffects.fastApproximateAntialiasing.fastMode;
                playerCameraEffects.volumeTrigger = playerCamera;
            }
            playerCameraEffects.enabled = true;
            weaponCameraEffects.enabled = false;
        }
#endif
    }
        public static void CopyCameraValues(Camera refCamera, Camera camera)
        {
            if (refCamera != null)
            {
                camera.farClipPlane    = refCamera.farClipPlane;
                camera.nearClipPlane   = Mathf.Clamp(refCamera.nearClipPlane, 0.01f, 0.02f);
                camera.clearFlags      = refCamera.clearFlags;
                camera.backgroundColor = refCamera.backgroundColor;
                camera.tag             = "MainCamera";

#if UNITY_POST_PROCESSING_STACK_V2
                PostProcessLayer refPostProcessLayer = refCamera.GetComponent <PostProcessLayer>();
                if (refPostProcessLayer != null)
                {
                    PostProcessLayer postProcessLayer = camera.gameObject.AddComponent <PostProcessLayer>();
                    postProcessLayer.volumeLayer = refPostProcessLayer.volumeLayer;

                    postProcessLayer.volumeTrigger = refPostProcessLayer.volumeTrigger != refPostProcessLayer.transform
                        ? refPostProcessLayer.volumeTrigger
                        : postProcessLayer.volumeTrigger = camera.transform;

                    // post processing should always be enabled.
                    // postProcessLayer.enabled = refPostProcessLayer.enabled;

                    // Use reflection to copy over resources : https://github.com/Unity-Technologies/PostProcessing/issues/467
                    FieldInfo            resourcesInfo        = typeof(PostProcessLayer).GetField("m_Resources", BindingFlags.NonPublic | BindingFlags.Instance);
                    PostProcessResources postProcessResources = resourcesInfo.GetValue(refPostProcessLayer) as PostProcessResources;
                    postProcessLayer.Init(postProcessResources);
                }
#endif
                refCamera.gameObject.SetActive(false);
            }
        }
        static void OnPlayerCreate()
        {
            Camera camera = GameManager.playerCamera;

            PostProcessLayer layer = camera.gameObject.AddComponent <PostProcessLayer>();

            layer.volumeTrigger      = camera.transform;
            layer.volumeLayer        = 1 << LayerMask.NameToLayer(postProcessLayer);
            layer.stopNaNPropagation = true;
            layer.antialiasingMode   = PostProcessLayer.Antialiasing.FastApproximateAntialiasing;

            FastApproximateAntialiasing aa = new FastApproximateAntialiasing();

            aa.fastMode  = true;
            aa.keepAlpha = true;
            layer.fastApproximateAntialiasing = aa;

            // Fog fog = new Fog();
            // fog.enabled = false;
            // layer.fog = fog;



            // layer.finalBlitToCameraTarget = true;

            layer.Init(instance.postProcessResources);
        }
Esempio n. 4
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    void Start()
    {
        PostProcessLayer postProcessLayer = Camera.main.gameObject.GetComponent <PostProcessLayer>();

        postProcessLayer.Init(postProcessResources);
        //postProcessLayer.volumeTrigger = Camera.main.transform;
        //postProcessLayer.volumeLayer = LayerMask.GetMask("RotationEffects");

        //camera = transform.parent.gameObject;
        PostProcessVolume vol = transform.GetComponent <PostProcessVolume>();

        vol.profile.TryGetSettings(out motionBlurLayer);
    }
Esempio n. 5
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    void Start()
    {
        foreach (Camera camera in FindObjectsOfType <Camera>())
        {
            PostProcessLayer postLayer = camera.GetComponent <PostProcessLayer>();
            if (postLayer == null)
            {
                camera.allowHDR  = true;
                camera.allowMSAA = false;
                postLayer        = camera.gameObject.AddComponent <PostProcessLayer>();
                postLayer.Init(resources);
                postLayer.volumeLayer = 1 << LayerMask.NameToLayer("PostProcessing");

                postLayer.volumeTrigger = postLayer.transform;
            }
        }
    }
Esempio n. 6
0
    // add camera
    private unsafe void AddCamera()
    {
        if (enable_rendering == false)
        {
            Destroy(GameObject.Find("PreviewCamera"));
        }
        else
        {
            Destroy(GameObject.Find("DummyCamera"));
        }


        // add camera under root
        GameObject camobj = new GameObject("camera");

        camobj.layer = LayerMask.NameToLayer("PostProcessing");

        camobj.transform.parent = root.transform;
        Camera thecamera = camobj.AddComponent <Camera>();

        Shader             segshader = Shader.Find("Unlit/SegmentationColor");
        SegmentationShader shadersub = camobj.AddComponent <SegmentationShader>();

        GameObject pp_obj = GameObject.Find("PostPocessing");

        PostProcessLayer pp_layer = camobj.AddComponent <PostProcessLayer>();

        var resources = Resources.FindObjectsOfTypeAll <PostProcessResources>();

        pp_layer.Init(resources[0]);
        pp_layer.volumeTrigger = camobj.transform;
        pp_layer.volumeLayer   = 1 << LayerMask.NameToLayer("PostProcessing");

        // set field of view, near, far
        MJP.TCamera cam;
        MJP.GetCamera(-1, &cam);
        thecamera.fieldOfView   = cam.fov;
        thecamera.nearClipPlane = cam.znear * this.transform.localScale.x;
        thecamera.farClipPlane  = cam.zfar * this.transform.localScale.x;
        thecamera.enabled       = false;
        //camobj.SetActive(enable_rendering);
        // set transform
        MJP.TTransform transform;
        MJP.GetCameraState(-1, &transform);
        SetCamera(thecamera, transform);
    }
        protected override IEnumerator OnInitCoroutine()
        {
            GameObject cameraObject = new GameObject("MainCamera");

            GameObject.DontDestroyOnLoad(cameraObject);
            Camera camera = cameraObject.AddComponent <Camera>();

            camera.clearFlags           = CameraClearFlags.Skybox;
            camera.transparencySortMode = TransparencySortMode.Perspective;
            camera.fieldOfView          = 60;
            camera.nearClipPlane        = 0.3f;
            camera.farClipPlane         = 1000;
            camera.depth = 0;
            camera.tag   = "MainCamera";

            cameraObject.AddComponent <FlareLayer>();
            cameraObject.AddComponent <GUILayer>();
            cameraObject.AddComponent <AudioListener>();
            cameraObject.AddComponent <AmplifyOcclusionEffect>();
            PostProcessLayer postProcessLayer = cameraObject.AddComponent <PostProcessLayer>();

            if (postProcessLayer != null)
            {
                GameObject obj = GameObject.Find("PostProcessing");
                if (obj == null)
                {
                    Debug.LogError("There is not PostProcessing object in the scene!");
                }
                else
                {
                    var component = obj.GetComponent <PostProcessingRes>();
                    postProcessLayer.Init(component.Resources);
                    postProcessLayer.volumeTrigger = cameraObject.transform;
                    postProcessLayer.volumeLayer   = LayerMask.GetMask("PostProcessing");
                    //postProcessLayer.ambientOcclusion.enabled = true;
                }
            }

            yield return(1);
        }
Esempio n. 8
0
        /// <summary>
        /// Enables the input profile for the currently rendering scene (menu, ksc, editor, tracking, flight, flight-map)
        /// </summary>
        /// <param name="profileName"></param>
        internal void enableProfile(string profileName)
        {
            currentProfile = null;
            Camera activeCam = getActiveCamera();

            Log.debug("TUFX: enableProfile( " + profileName + " )  scene: ( " + HighLogic.LoadedScene + " ) map: ( " + isMapScene + " ) camera: ( " + activeCam?.name + " )");
            Log.debug(System.Environment.StackTrace);
            if (previousCamera != activeCam)
            {
                Log.log("Detected change of active camera; recreating post-process objects.");
                if (volume != null)
                {
                    Log.log("Destroying existing PostProcessVolume (from previous camera).");
                    Component.DestroyImmediate(layer);
                    UnityEngine.Object.DestroyImmediate(volume.sharedProfile);
                    UnityEngine.Object.DestroyImmediate(volume);
                    layer  = null;
                    volume = null;
                }
                previousScene  = HighLogic.LoadedScene;
                wasMapScene    = isMapScene;
                previousCamera = activeCam;
            }

            Log.debug("Active Camera (hashcode): " + activeCam?.GetHashCode());
            if (activeCam == null)
            {
                Log.log("Active camera was null.  Skipping profile setup for scene: " + HighLogic.LoadedScene);
            }
            else if (!string.IsNullOrEmpty(profileName) && Profiles.ContainsKey(profileName))
            {
                Log.log("Enabling profile: " + profileName + ".  Current GameScene: " + HighLogic.LoadedScene);
                TUFXProfile tufxProfile = Profiles[profileName];
                currentProfile = tufxProfile;
                Log.debug("Profile (hashcode): " + tufxProfile?.GetHashCode() + " :: " + tufxProfile?.ProfileName);
                Log.log("Setting HDR for camera: " + activeCam.name + " to: " + tufxProfile.HDREnabled);
                activeCam.allowHDR = tufxProfile.HDREnabled;
                onAntiAliasingSelected(tufxProfile.AntiAliasing, false);
                layer = activeCam.gameObject.AddOrGetComponent <PostProcessLayer>();
                layer.Init(Resources);
                layer.volumeLayer = ~0;//everything //TODO -- fix layer assignment...
                Log.debug("Layer: " + layer?.GetHashCode());
                volume          = activeCam.gameObject.AddOrGetComponent <PostProcessVolume>();
                volume.isGlobal = true;
                volume.priority = 100;
                Log.debug("Volume: " + volume.GetHashCode());
                if (volume.sharedProfile == null)
                {
                    volume.sharedProfile = tufxProfile.GetPostProcessProfile();
                }
                else
                {
                    volume.sharedProfile.settings.Clear();
                    tufxProfile.Enable(volume);
                }
                Log.log("Profile enabled: " + profileName);
                TUFXScatteringManager.INSTANCE.debugProfileSetup(volume, layer);
            }
            else if (string.IsNullOrEmpty(profileName))
            {
                Log.log("Clearing current profile for scene: " + HighLogic.LoadedScene);
            }
            else
            {
                Log.exception("Profile load was requested for: " + profileName + ", but no profile exists for that name.");
            }
        }
    //<summary>
    //Initializes the state at start
    //Grabs the default values and stores them into the appropriate variables
    //</summary>
    void Start()
    {
        //Set up the post processing on the camera
#if UNITY_POST_PROCESSING_STACK_V1
        if (gameObjects.mainCamera.GetComponent <PostProcessingBehaviour>() == null)
        {
            gameObjects.mainCamera.AddComponent <PostProcessingBehaviour>();
        }

        postProcessing = gameObjects.mainCamera.GetComponent <PostProcessingBehaviour>();
#endif

#if UNITY_POST_PROCESSING_STACK_V2 && UNITY_EDITOR
        if (gameObjects.mainCamera.GetComponent <PostProcessLayer>() == null)
        {
            EditorUtility.DisplayDialog("No Post Process Layer detected", "The camera object is missing a Post Process Layer and a Post Process Volume. In the Editor AQUAS will try to add them when entering play mode. However it is recommended that you add them manually before entering playmode, or else they will be missing in the build.", "Got It!");

            gameObjects.mainCamera.AddComponent <PostProcessLayer>();

            postProcessing2 = gameObjects.mainCamera.GetComponent <PostProcessLayer>();
            PostProcessResources resources;

            if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources)) != null)
            {
                resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources));
            }
            else if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources)) != null)
            {
                resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing/PostProcessResources.asset", typeof(PostProcessResources));
            }
            else if ((PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessResources.asset", typeof(PostProcessResources)) != null)
            {
                resources = (PostProcessResources)AssetDatabase.LoadAssetAtPath("Assets/PostProcessing-2/PostProcessResources.asset", typeof(PostProcessResources));
            }
            else
            {
                EditorUtility.DisplayDialog("Could not locate Post Process Resource file.", "Please make sure your post processing folder is at the top level of the assets folder and named either 'PostProcessing' or 'PostProcessing-2'", "Got It!");
                resources = null;
            }


            postProcessing2.Init(resources);

            postProcessing2.volumeTrigger = gameObjects.mainCamera.transform;
            postProcessing2.volumeLayer   = LayerMask.NameToLayer("Everything");
        }

        if (gameObjects.mainCamera.GetComponent <PostProcessVolume>() == null)
        {
            gameObjects.mainCamera.AddComponent <PostProcessVolume>();
            gameObjects.mainCamera.GetComponent <PostProcessVolume>().isGlobal = true;
        }

        postProcessingVolume = gameObjects.mainCamera.GetComponent <PostProcessVolume>();
#endif


#if UNITY_EDITOR
#if UNITY_POST_PROCESSING_STACK_V1 || UNITY_POST_PROCESSING_STACK_V2
        if (underWaterParameters.defaultProfile2 == null)
        {
            EditorUtility.DisplayDialog("WARNING! - Post default post processing profile missing!", "The post processing profiles in the inspector of the underwater camera effects are missing a default profile! It's not recommended to leave the default profile empty. If you don't want to use post processing while afloat, you can use a profile with all image effects disabled", "Got it!");
        }
#endif
#endif

        waterLensAudio = gameObjects.waterLens.GetComponent <AudioSource>();
        airLensAudio   = gameObjects.airLens.GetComponent <AudioSource>();
        audioComp      = GetComponent <AudioSource>();
        cameraAudio    = gameObjects.mainCamera.GetComponent <AudioSource>();

        bubbleBehaviour = gameObjects.bubble.GetComponent <AQUAS_BubbleBehaviour>();

        //Set initially active lenses
        gameObjects.airLens.SetActive(true);
        gameObjects.waterLens.SetActive(false);

        //Assign materials
        //waterLensMaterial = gameObjects.waterLens.GetComponent<Renderer> ().material;
        airLensMaterial = gameObjects.airLens.GetComponent <Renderer> ().material;

        waterPlaneMaterial = gameObjects.waterPlanes[0].GetComponent <Renderer> ().material;

        t  = wetLens.wetTime + wetLens.dryingTime;
        t2 = 0;
        bubbleSpawnTimer = 0;

        //Initialize default values for ---
        //--- global fog
        defaultFog        = RenderSettings.fog;
        defaultFogDensity = RenderSettings.fogDensity;
        defaultFogColor   = RenderSettings.fogColor;

        /*if (globalFog != null)
         * {
         *  globalFog.enabled = defaultFog;
         * }*/

        //--- Some water parameters
        defaultFoamContrast = waterPlaneMaterial.GetFloat("_FoamContrast");
        defaultSpecularity  = waterPlaneMaterial.GetFloat("_Specular");

        if (waterPlaneMaterial.HasProperty("_Refraction"))
        {
            defaultRefraction = waterPlaneMaterial.GetFloat("_Refraction");
        }

#if UNITY_POST_PROCESSING_STACK_V1
        postProcessing.profile = underWaterParameters.defaultProfile;
#endif

#if UNITY_POST_PROCESSING_STACK_V2
        postProcessingVolume.profile = underWaterParameters.defaultProfile2;
#endif

        audioComp.clip = soundEffects.sounds[0];
        audioComp.loop = true;
        audioComp.Stop();
        airLensAudio.clip = soundEffects.sounds[1];
        airLensAudio.loop = false;
        airLensAudio.Stop();
        waterLensAudio.clip = soundEffects.sounds[2];
        waterLensAudio.loop = false;
        waterLensAudio.Stop();

        //Check if Tenkoku is in the scene
        if (GameObject.Find("Tenkoku DynamicSky") != null)
        {
            tenkokuObj = GameObject.Find("Tenkoku DynamicSky");
        }
    }