// 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]; } } }
void Start() { crosshairPreset = preset.none; }