private void ApplyPreset(Preset preset) { var suite = preset.isMapPreset ? gameEffects.map_effectSuite : gameEffects.effectSuite; // FOV Override if (preset.OVERRIDE_FOV) { cameraController.override_fov = true; cameraController.override_fov_value = preset.OVERRIDE_FOV_VALUE; } // Light on camera if (preset.LIGHT_ENABLED) { lightController.LIGHT_ENABLED = true; lightController.LIGHT_RANGE = preset.LIGHT_RANGE; lightController.LIGHT_ANGLE = preset.LIGHT_ANGLE; lightController.LIGHT_INTENSITY = preset.LIGHT_INTENSITY; lightController.LIGHT_COLOR = preset.LIGHT_COLOR; lightController.LIGHT_POSITION = preset.LIGHT_POSITION; lightController.LIGHT_COOKIE = preset.LIGHT_COOKIE; } // Ambient Occlusion if (preset.AO.enabled.value) { suite.AO.enabled.Override(preset.AO.enabled.value); suite.AO.intensity.Override(preset.AO.intensity.value); suite.AO.quality.Override(preset.AO.quality.value); suite.AO.mode.Override(preset.AO.mode.value); } // Automatic Exposure if (preset.EXPO.enabled.value) { suite.EXPO.enabled.Override(preset.EXPO.enabled.value); suite.EXPO.keyValue.Override(preset.EXPO.keyValue.value); } // Bloom if (preset.BLOOM.enabled.value) { suite.BLOOM.enabled.Override(preset.BLOOM.enabled.value); suite.BLOOM.intensity.Override(preset.BLOOM.intensity.value); suite.BLOOM.threshold.Override(preset.BLOOM.threshold.value); suite.BLOOM.diffusion.Override(preset.BLOOM.diffusion.value); suite.BLOOM.fastMode.Override(preset.BLOOM.fastMode.value); } // Chromatic aberration if (preset.CA.enabled.value) { suite.CA.enabled.Override(preset.CA.enabled.value); suite.CA.intensity.Override(preset.CA.intensity.value); suite.CA.fastMode.Override(preset.CA.fastMode.value); } // Color Grading if (preset.COLOR.enabled) { suite.COLOR.gradingMode.Override(GradingMode.HighDefinitionRange); suite.COLOR.enabled.Override(preset.COLOR.enabled.value); suite.COLOR.tonemapper.Override(preset.COLOR.tonemapper.value); suite.COLOR.temperature.Override(preset.COLOR.temperature.value); suite.COLOR.tint.Override(preset.COLOR.tint.value); suite.COLOR.postExposure.Override(preset.COLOR.postExposure.value); suite.COLOR.hueShift.Override(preset.COLOR.hueShift.value); suite.COLOR.saturation.Override(preset.COLOR.saturation.value); suite.COLOR.contrast.Override(preset.COLOR.contrast.value); suite.COLOR.lift.Override(preset.COLOR.lift.value); suite.COLOR.gamma.Override(preset.COLOR.gamma.value); suite.COLOR.gain.Override(preset.COLOR.gain.value); } // Depth Of Field if (preset.DOF.enabled.value) { suite.DOF.enabled.Override(preset.DOF.enabled.value); gameEffects.focus_mode = preset.FOCUS_MODE; if (preset.FOCUS_MODE == FocusMode.Custom) // if it is player/skate it gets set during lateupdate (instead of onGUI) { suite.DOF.focusDistance.Override(preset.DOF.focusDistance.value); } suite.DOF.aperture.Override(preset.DOF.aperture.value); suite.DOF.focalLength.Override(preset.DOF.focalLength.value); suite.DOF.kernelSize.Override(preset.DOF.kernelSize.value); } // Grain if (preset.GRAIN.enabled.value) { suite.GRAIN.enabled.Override(preset.GRAIN.enabled.value); suite.GRAIN.colored.Override(preset.GRAIN.colored.value); suite.GRAIN.intensity.Override(preset.GRAIN.intensity.value); suite.GRAIN.size.Override(preset.GRAIN.size.value); suite.GRAIN.lumContrib.Override(preset.GRAIN.lumContrib.value); } // Lens Distortion if (preset.LENS.enabled.value) { suite.LENS.enabled.Override(preset.LENS.enabled.value); suite.LENS.intensity.Override(preset.LENS.intensity.value); suite.LENS.intensityX.Override(preset.LENS.intensityX.value); suite.LENS.intensityY.Override(preset.LENS.intensityY.value); suite.LENS.scale.Override(preset.LENS.scale.value); } // Motion Blur if (preset.BLUR.enabled.value) { suite.BLUR.enabled.Override(preset.BLUR.enabled.value); suite.BLUR.shutterAngle.Override(preset.BLUR.shutterAngle.value); suite.BLUR.sampleCount.Override(preset.BLUR.sampleCount.value); } // Screen Space Reflections if (preset.REFL.enabled.value) { suite.REFL.enabled.Override(preset.REFL.enabled.value); suite.REFL.preset.Override(preset.REFL.preset.value); } // Vignette if (preset.VIGN.enabled.value) { suite.VIGN.enabled.Override(preset.VIGN.enabled.value); suite.VIGN.mode.Override(VignetteMode.Classic); suite.VIGN.intensity.Override(preset.VIGN.intensity.value); suite.VIGN.smoothness.Override(preset.VIGN.smoothness.value); suite.VIGN.roundness.Override(preset.VIGN.roundness.value); suite.VIGN.rounded.Override(preset.VIGN.rounded.value); } }