private void Start() { cg = ppp.colorGrading; cAbberate = ppp.chromaticAberration; ChangeSettingsChromaticAberration(0); randomTime = Random.Range(0, 20); }
private void Start() { chromAModel = mainCam.GetComponent <PostProcessingBehaviour>().profile.chromaticAberration; colorGModel = mainCam.GetComponent <PostProcessingBehaviour>().profile.colorGrading; defaultChromAI = chromAModel.settings.intensity; defaultColorGTemp = colorGModel.settings.basic.temperature; }
private void Start() { prevFrameDrunkLvl = drunkValToDrunkLvl(flowchart.GetIntegerVariable("drunkLvl")); blur = mainCamera.GetComponent <BlurOptimized>(); var postProcessingBehaviour = mainCamera.GetComponent <PostProcessingBehaviour>(); chromaticAberration = postProcessingBehaviour.profile.chromaticAberration; chromaticAberration.enabled = false; SetChromaticAberrationIntensity(0f); vignette = postProcessingBehaviour.profile.vignette; vignette.enabled = false; SetVignetteIntensity(0f); var s = vignette.settings; s.smoothness = defaultVignetteSmoothness; s.roundness = defaultVignetteRoundness; vignette.settings = s; if (girl != null) { girl.key = "plump"; } }
//sets chromatic aberration to a value _intensity //first copies current settings to var to make values writeable public void ChangeSettingsChromaticAberration(int _intensity) { cAbberate = ppp.chromaticAberration; var newSettings = cAbberate.settings; newSettings.intensity = _intensity; ppp.chromaticAberration.settings = newSettings; }
void Start() { chromaticAberration = GetComponent <PostProcessingBehaviour>().profile.chromaticAberration; SetStartpos(); PositionOffset = transform.position - Ball.transform.position; GetBallSpeed(); camera = GetComponent <Camera>(); camera.fieldOfView = StartFildOfView; DesiredFildOfView = StartFildOfView; DesiredPosition = Ball.transform.position + PositionOffset; }
private void TweenChromaticAberration(float time, AnimationCurve curve) { ChromaticAberrationModel chromaticAberrationModel = postProcessingBehaviour.profile.chromaticAberration; ChromaticAberrationModel.Settings chromaticAberrationModelSetting = postProcessingBehaviour.profile.chromaticAberration.settings; LeanTween.value(0, 1, time).setEase(curve).setOnUpdate(delegate(float val) { chromaticAberrationModelSetting.intensity = val; chromaticAberrationModel.settings = chromaticAberrationModelSetting; }); }
IEnumerator save_ChromaticAberration() { yield return(new WaitForEndOfFrame()); for (int a = 0; a < pb.Length; a++) { ChromaticAberrationModel m = pb [a].profile.chromaticAberration; if (chromaticAberration.value == 0) { m.enabled = false; PlayerPrefs.SetString("ChromaticAberration", "Off"); } if (chromaticAberration.value == 1) { m.enabled = true; PlayerPrefs.SetString("ChromaticAberration", "On"); } pb [a].profile.chromaticAberration = m; } }