// Update is called once per frame
    void Update()
    {
        #if UNITY_EDITOR
        if (Application.isPlaying!=true)
        {
            SCShader = Shader.Find("CameraFilterPack/NightVisionFX");

        }
        #endif

        if (PresetMemo != Preset)
        {
            PresetMemo=Preset;

                        float[] P1 = new float[12] {0.757f,0.098f,0.458f,-2.49f,0.559f,-0.298f,1.202f,0.515f,1,0,0,0};
                        float[] P2 = new float[12] {0.2f,0.202f,0.68f,-1.49f,0.084f,-0.019f,2f,0.166f,1.948f,-0.1f,0.15f,-0.07f};
                        float[] P3 = new float[12] {1.45f,0.01f,0.112f,-0.07f,0.111f,-0.077f,0.071f,0,0.245f,0,0,0};
                        float[] P4 = new float[12] {0.779f,0.185f,0.706f,1.21f,0.24f,0.138f,2,0.07f,1.224f,-0.21f,-0.34f,0};
                        float[] P5 = new float[12] {0.2f,0.028f,0.706f,1.21f,0.397f,-0.24f,2,0.298f,1.224f,-0.08f,0.48f,-0.57f};
                        float[] P6 = new float[12] {0.2f,0.159f,0.622f,-2.28f,0.409f,-0.24f,0.166f,0.028f,2,-0.08f,0.22f,0.57f};
                        float[] P7 = new float[12] {2,0.054f,1,-2.28f,0.409f,-1f,2,0.187f,0.241f,0,1.58f,0.21f};
                        float[] P8 = new float[12] {2,0.054f,1,1.28f,0.409f,-1,0.41f,0.656f,0.427f,0.95f,-0.35f,1.41f};
                        float[] P9 = new float[12] {2,0.281f,0.156f,1.85f,0.709f,-1,0.41f,0.109f,0.34f,0.95f,0.36f,-0.14f};
                        float[] P10 = new float[12] {0.905f,0.281f,0.156f,1.85f,0.558f,-0.974f,1.639f,0.252f,1.074f,0.46f,0.95f,0.58f};

                        float[] PR = new float[12];

                        if (Preset == preset.Night_Vision_FX)
                                PR = P1;
                        if (Preset == preset.Night_Vision_Classic)
                                PR = P2;
                        if (Preset == preset.Night_Vision_Full)
                                PR = P3;
                        if (Preset == preset.Night_Vision_Dark)
                                PR = P4;
                        if (Preset == preset.Night_Vision_Sharp)
                                PR = P5;
                        if (Preset == preset.Night_Vision_BlueSky)
                                PR = P6;
                        if (Preset == preset.Night_Vision_Low_Light)
                                PR = P7;
                        if (Preset == preset.Night_Vision_Pinky)
                                PR = P8;
                        if (Preset == preset.Night_Vision_RedBurn)
                                PR = P9;
                        if (Preset == preset.Night_Vision_PurpleShadow)
                                PR = P10;
            if (Preset != preset.Night_Vision_Personalized)
            {
                        Greenness = PR [0];
                        Vignette = PR [1];
                        Vignette_Alpha = PR [2];
                        Distortion = PR [3];
                        Noise = PR [4];
                        Intensity = PR [5];
                        Light = PR [6];
                        Light2 = PR [7];
                        Line = PR [8];
                        Color_R = PR [9];
                        Color_G = PR [10];
                        Color_B = PR [11];
            }
        }
    }
    // Update is called once per frame
    void Update()
    {
                #if UNITY_EDITOR
        if (Application.isPlaying != true)
        {
            SCShader = Shader.Find("CameraFilterPack/NightVisionFX");
        }
                #endif

        if (PresetMemo != Preset)
        {
            PresetMemo = Preset;

            float[] P1 = new float[12] {
                0.757f, 0.098f, 0.458f, -2.49f, 0.559f, -0.298f, 1.202f, 0.515f, 1, 0, 0, 0
            };
            float[] P2 = new float[12] {
                0.2f, 0.202f, 0.68f, -1.49f, 0.084f, -0.019f, 2f, 0.166f, 1.948f, -0.1f, 0.15f, -0.07f
            };
            float[] P3 = new float[12] {
                1.45f, 0.01f, 0.112f, -0.07f, 0.111f, -0.077f, 0.071f, 0, 0.245f, 0, 0, 0
            };
            float[] P4 = new float[12] {
                0.779f, 0.185f, 0.706f, 1.21f, 0.24f, 0.138f, 2, 0.07f, 1.224f, -0.21f, -0.34f, 0
            };
            float[] P5 = new float[12] {
                0.2f, 0.028f, 0.706f, 1.21f, 0.397f, -0.24f, 2, 0.298f, 1.224f, -0.08f, 0.48f, -0.57f
            };
            float[] P6 = new float[12] {
                0.2f, 0.159f, 0.622f, -2.28f, 0.409f, -0.24f, 0.166f, 0.028f, 2, -0.08f, 0.22f, 0.57f
            };
            float[] P7 = new float[12] {
                2, 0.054f, 1, -2.28f, 0.409f, -1f, 2, 0.187f, 0.241f, 0, 1.58f, 0.21f
            };
            float[] P8 = new float[12] {
                2, 0.054f, 1, 1.28f, 0.409f, -1, 0.41f, 0.656f, 0.427f, 0.95f, -0.35f, 1.41f
            };
            float[] P9 = new float[12] {
                2, 0.281f, 0.156f, 1.85f, 0.709f, -1, 0.41f, 0.109f, 0.34f, 0.95f, 0.36f, -0.14f
            };
            float[] P10 = new float[12] {
                0.905f, 0.281f, 0.156f, 1.85f, 0.558f, -0.974f, 1.639f, 0.252f, 1.074f, 0.46f, 0.95f, 0.58f
            };

            float[] PR = new float[12];

            if (Preset == preset.Night_Vision_FX)
            {
                PR = P1;
            }
            if (Preset == preset.Night_Vision_Classic)
            {
                PR = P2;
            }
            if (Preset == preset.Night_Vision_Full)
            {
                PR = P3;
            }
            if (Preset == preset.Night_Vision_Dark)
            {
                PR = P4;
            }
            if (Preset == preset.Night_Vision_Sharp)
            {
                PR = P5;
            }
            if (Preset == preset.Night_Vision_BlueSky)
            {
                PR = P6;
            }
            if (Preset == preset.Night_Vision_Low_Light)
            {
                PR = P7;
            }
            if (Preset == preset.Night_Vision_Pinky)
            {
                PR = P8;
            }
            if (Preset == preset.Night_Vision_RedBurn)
            {
                PR = P9;
            }
            if (Preset == preset.Night_Vision_PurpleShadow)
            {
                PR = P10;
            }
            if (Preset != preset.Night_Vision_Personalized)
            {
                Greenness      = PR [0];
                Vignette       = PR [1];
                Vignette_Alpha = PR [2];
                Distortion     = PR [3];
                Noise          = PR [4];
                Intensity      = PR [5];
                Light          = PR [6];
                Light2         = PR [7];
                Line           = PR [8];
                Color_R        = PR [9];
                Color_G        = PR [10];
                Color_B        = PR [11];
            }
        }
    }
Esempio n. 3
0
 void Start()
 {
     crosshairPreset = preset.none;
 }