public override void FireEvent() { if (this.m_LinkerCamera != null) { string path = "plot_c/plotcam_fastbloom"; GameObject gameObject = Resources.Load(path) as GameObject; if (gameObject != null) { Camera component = this.m_LinkerCamera.GetComponent <Camera>(); GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject); gameObject2.transform.SetParent(this.m_LinkerCamera.transform, false); Camera component2 = gameObject2.GetComponent <Camera>(); component2.fieldOfView = component.fieldOfView; FastBloom component3 = gameObject2.GetComponent <FastBloom>(); component3.threshhold = this.threshhold; component3.intensity = this.intensity; component3.blurSize = this.blurSize; component3.resolution = this.resolution; component3.blurIterations = this.blurIterations; component3.blurType = this.blurType; if (component != null) { component.enabled = false; } } } }
public void OnFloodlight() { FastBloom curCompont = (FastBloom)Camera.main.gameObject.GetComponent("FastBloom"); if (m_Floodlight.value == false) { PlayerPreferenceData.SystemFloodlight = 0; if (curCompont != null) { curCompont.enabled = false; #if UNITY_WP8 && !UNITY_EDITOR //彻底删除FastBloom GameObject.Destroy(curCompont); #endif } m_Floodlight_Lab.color = m_NoChooseColor; } else { PlayerPreferenceData.SystemFloodlight = 1; if (curCompont != null) { curCompont.enabled = true; } m_Floodlight_Lab.color = m_ChooseColor;
void OnLevelWasLoaded(int level) { //SceneManager.instance.showStopWatchTimer (" LoginState OnLevelWasLoaded start"); if (Application.loadedLevelName == "LoginScene") { CameraManager.instance.transform.position = Vector3.zero; CameraManager.instance.transform.eulerAngles = Vector3.zero; CameraManager.instance.mainCamera.transform.position = loginSceneCameraPos; CameraManager.instance.mainCamera.transform.eulerAngles = loginSceneCameraAngles; CameraManager.instance.mainCamera.fieldOfView = 47; //MapEnvironmentSetting(Application.loadedLevelName); //여기는 로딩전이라 손으로 셋팅하자 FastBloom bloom = CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>(); bloom.enabled = false; bloom.threshhold = 0.47f; bloom.intensity = 0.05f; bloom.blurSize = 2.47f; bloom.blurIterations = 1; if (!FirstLogin)//로그아웃했을경우 이쪽 { LoginPhase(); UIMgr.Open("UIPanel/LoginPanel", false); //LoadingPhase(); } else//최초 실행시 이쪽부터 { //UIBasePanel basePanel = UIMgr.GetUIBasePanel("UIPanel/LogoPanel"); //if (basePanel != null) //{ //(basePanel as LogoPanel).EndLogoStay(); //(basePanel as LogoPanel).EndCallBack = () => //{ // FirstLogin = false; // AssetDownLoad.instance.isLoad = true; // LoginPhase(); //}; //} LoginPanel loginPanel = UIMgr.Open("UIPanel/LoginPanel", true).GetComponent <LoginPanel>(); loginPanel.EndCallBack = () => { //AssetDownLoad.instance.isLoad = true; LoginPhase(); }; //LoginPhase(); } } //SceneManager.instance.showStopWatchTimer (" LoginState OnLevelWasLoaded end"); //SceneManager.instance.sw.Stop (); }
// private bool m_HasFastBloom = false; void Start() { GameObject go = GameObject.Find("Main Camera"); if (go != null) { ScreenCopySDK.Maincamera camera = go.GetComponent <ScreenCopySDK.Maincamera>(); if (camera) { FastBloom fb = GetComponent <FastBloom>(); if (fb && GetComponent <Camera>() != null) { camera.PushFastBloomCamera(GetComponent <Camera>()); } } } }
public static void setFastBloomParm(GameObject go, float intensity) { FastBloom component = go.GetComponent <FastBloom>(); if (component == null) { return; } if (intensity < 0f) { return; } if (intensity > 2.5f) { return; } component.intensity = intensity; }
public override void FireEvent() { if (this.m_LinkerCamera != null) { string path = "plot_c/plotcam_dof_and_bloom"; GameObject gameObject = Resources.Load(path) as GameObject; if (gameObject != null) { Camera component = this.m_LinkerCamera.GetComponent <Camera>(); GameObject gameObject2 = UnityEngine.Object.Instantiate <GameObject>(gameObject); gameObject2.transform.SetParent(this.m_LinkerCamera.transform, false); Camera component2 = gameObject2.GetComponent <Camera>(); component2.fieldOfView = component.fieldOfView; DepthOfField34 component3 = gameObject2.GetComponent <DepthOfField34>(); component3.quality = this.quality; component3.resolution = this.resolution_dof; component3.simpleTweakMode = this.simpleTweakMode; component3.focalPoint = this.focalPoint; component3.smoothness = this.smoothness; component3.focalZDistance = this.focalZDistance; component3.focalZStartCurve = this.focalZStartCurve; component3.focalZEndCurve = this.focalZEndCurve; component3.objectFocus = this.objectFocus; component3.focalSize = this.focalSize; component3.bluriness = this.bluriness; component3.maxBlurSpread = this.maxBlurSpread; FastBloom component4 = gameObject2.GetComponent <FastBloom>(); component4.threshhold = this.threshhold; component4.intensity = this.intensity; component4.blurSize = this.blurSize; component4.resolution = this.resolution_bloom; component4.blurIterations = this.blurIterations; component4.blurType = this.blurType; if (component != null) { component.enabled = false; } } } }
// private bool m_ForeceIt = false; void Start() { blitShader = Shader.Find(Configure.BlitName); blitMaterial = new Material(blitShader); GetComponent<Camera>().targetTexture = RTManager.Instance.GetScene(); int lay = LayerMask.NameToLayer(Configure.LayerName); GetComponent<Camera>().cullingMask &= ~(1 << lay); Subcamera subcamera; { GameObject go = new GameObject(Configure.CameraName); go.transform.parent = GetComponent<Camera>().transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.identity; Camera sub = go.AddComponent<Camera>(); sub.depth = GetComponent<Camera>().depth + 1; sub.fieldOfView = GetComponent<Camera>().fieldOfView; sub.clearFlags = CameraClearFlags.Nothing; sub.nearClipPlane = GetComponent<Camera>().nearClipPlane; sub.farClipPlane = GetComponent<Camera>().farClipPlane; subcamera = go.AddComponent<Subcamera>(); } { FastBloom fb = GetComponent<FastBloom>(); subcamera.isBloomActived = false; if (null != fb) { subcamera.isBloomActived = true; subcamera.threshhold = fb.threshhold; subcamera.blurIterations = fb.blurIterations; subcamera.blurSize = fb.blurSize; subcamera.blurType = fb.blurType; subcamera.intensity = fb.intensity; subcamera.resolution = fb.resolution; DestroyImmediate(fb);//防止unity犯傻,readpixel } } }
/// <summary> /// 添加、设置摄像机效果 /// </summary> /// <param name="cameraObj"></param> private void AddCameraEffect(GameObject cameraObj) { MotionBlur blur = cameraObj.GetComponent <MotionBlur>(); if (blur == null) { blur = cameraObj.AddComponent <MotionBlur>(); blur.blurAmount = 0.4f; if (blur.shader == null) { blur.shader = Shader.Find("Hidden/MotionBlur"); } blur.enabled = false; } FastBloom bloom = cameraObj.GetComponent <FastBloom>(); if (bloom == null) { bloom = cameraObj.AddComponent <FastBloom>(); bloom.threshhold = 0.1f; bloom.intensity = 0.35f; bloom.blurSize = 1.79f; bloom.resolution = FastBloom.Resolution.Low; bloom.blurIterations = 1; bloom.blurType = FastBloom.BlurType.Standard; if (bloom.fastBloomShader == null) { bloom.fastBloomShader = Shader.Find("Hidden/FastBloom"); } bloom.enabled = true; } }
public override void Start() { var graphics = Application.GraphicsDevice; // Setup PostProcess. #if !DESKTOP var ssao = new ScreenSpaceAmbientObscurance(graphics); AddPostProcess(ssao); // var ssgi = new ScreenSpaceGlobalIllumination(graphics); //AddPostProcess(ssgi); #endif var fastBloom = new FastBloom(graphics); AddPostProcess(fastBloom); AddPostProcess(new C64Filter(graphics)); AddPostProcess(new CGAFilter(graphics)); AddPostProcess(new ConvolutionFilter(graphics)); AddPostProcess(new FilmFilter(graphics)); AddPostProcess(new GrayScaleFilter(graphics)); AddPostProcess(new AverageColorFilter(graphics)); AddPostProcess(new MotionBlur(graphics)); var refractionPass = new Refraction(graphics); AddPostProcess(refractionPass); refractionPass.RefractionTexture = Application.Content.Load <Texture2D>("Textures/hexagrid"); refractionPass.TextureTiling = new Vector2(0.5f); var vignette = new Vignette(graphics); AddPostProcess(vignette); AddPostProcess(new GlobalFog(graphics)); AddPostProcess(new FXAA(graphics)); // Setup UI var titles = new List <string>(); #if !DESKTOP titles.AddRange(new string[] { "Ambient Obscurance", // "SSGI" }); #endif titles.AddRange(new string[] { "Bloom", "C64 Filter", "CGA Filter", "Convolution", "Film", "GrayScale", "Average Color", "Motion Blur", "Refraction", "Vignette", "Global Fog", "FXAA" }); var count = titles.Count; _boxRect = new Rectangle(Screen.VirtualWidth - 220, 10, 210, 45 * count); _widgets = new Widget[count]; for (int i = 0; i < count; i++) { _widgets[i] = new Widget(); _widgets[i].Name = titles[i]; if (i == 0) { _widgets[i].Rect = new Rectangle(_boxRect.X + 10, _boxRect.Y + 30, _boxRect.Width - 20, 30); } else { _widgets[i].Rect = new Rectangle(_boxRect.X + 10, _widgets[i - 1].Rect.Y + 40, _boxRect.Width - 20, 30); } _widgets[i].RectExt = new Rectangle(_widgets[i].Rect.X - 1, _widgets[i].Rect.Y - 1, _widgets[i].Rect.Width + 1, _widgets[i].Rect.Height + 1); } _backgroundTexture = GraphicsHelper.CreateTexture(Color.CornflowerBlue, 1, 1); var renderSettings = Scene.current.RenderSettings; renderSettings.FogDensity = 0.0085f; renderSettings.FogMode = FogMode.Linear; renderSettings.Skybox.OverrideSkyboxFog(FogMode.Exp2, 0.05f, 0, 0); }
// Use this for initialization void Start() { fastBloom = GetComponent <FastBloom>(); BloomIn(); }
public void MapEnvironmentSetting(string MapName) { GameObject mainlightobj = GameObject.Find("main light"); if (MapName == "tutorial_0101") { MapName = "single_0101"; } /*else if (MapName == "1zone") * { * MapName = "maintown"; * } * else*/if (MapName == "maintown_cutscene") { MapName = "maintown"; } Map.MapDataInfo mapdata = _LowDataMgr.instance.GetMapData(MapName); if (mainlightobj != null) { Light light = mainlightobj.GetComponent <Light>(); light.cullingMask = 0; light.cullingMask = 1 << LayerMask.NameToLayer("Map"); light.cullingMask ^= 1 << LayerMask.NameToLayer("Unit"); light.cullingMask ^= 1 << LayerMask.NameToLayer("Focus"); if (mapdata != null) { //if(mapdata.AddIntensity != 0) // light.intensity = mapdata.AddIntensity; //else // light.intensity = 0.7f; light.shadowStrength = mapdata.ShadowStrength; light.shadows = LightShadows.Hard; light.shadowBias = 0.05f; light.shadowSoftness = 4; light.shadowSoftnessFade = 1; //만약을 위해 예외처리 if (mapdata.AddColorR == 0 && mapdata.AddColorG == 0 && mapdata.AddColorB == 0) { //_mapLightColor = light.color; _mapLightColor = new Color(1f, 1f, 1f, 1f); } else { _mapLightColor = new Color32(mapdata.AddColorR, mapdata.AddColorG, mapdata.AddColorB, 255); } if (mapdata.AddIntensity == 0) { _mapIntensity = 1f; } else { _mapIntensity = mapdata.AddIntensity; } } } //로우퀄리티에는 필요없다 if (QualityManager.instance.GetQuality() == QUALITY.QUALITY_LOW) { mainlightobj.SetActive(false); } if (mapdata != null) { //블룸셋팅 if (mapdata.Bloom_Enable == 1) { FastBloom bloom = CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>(); bloom.enabled = true; bloom.threshhold = mapdata.Bloom_Threshhold; bloom.intensity = mapdata.Bloom_Intensity; bloom.blurSize = mapdata.Bloom_BlurSize; bloom.blurIterations = (int)mapdata.Bloom_BlurIterations; } else { CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>().enabled = false; } } else { CameraManager.instance.mainCamera.gameObject.GetComponentInChildren <FastBloom>().enabled = false; } }
// Use this for initialization void Start() { fastBloom = GetComponent<FastBloom>(); BloomIn(); }
/// <summary> /// 初始化MainCamera效果 /// </summary> private void InitMainCameraEffect() { if (m_CameraComponent == null) { return; } if (MobileHardwareInfo.Instance.HardwareLevel != Games.GlobeDefine.GameDefine_Globe.HardwardLevel.LEVEL_HIGH) { return; } //Bloom 效果添加 if (m_FastBloom == null) { m_FastBloom = m_CameraComponent.GetComponent <FastBloom>(); //不再主动挂FastBloom,改为场景制作完成之后,美术确定MainCamera挂还是不挂,挂的话参数是多少 //if (m_FastBloom == null) //{ // m_FastBloom = m_CameraComponent.gameObject.AddComponent<FastBloom>(); //} //m_FastBloom.enabled = false; //m_FastBloom.threshhold = 0.4f; //m_FastBloom.intensity = 0.45f; if (m_FastBloom && m_FastBloom.fastBloomShader == null) { m_FastBloom.fastBloomShader = Shader.Find("Hidden/FastBloom"); } #if UNITY_EDITOR //因为打包格式的问题,编辑器模式下直接打包完毕是看不出来Bloom效果的。FastBloom会被禁掉。这里新加一个FastBloom,为了在编辑器情况下预览。 if (m_FastBloom) { FastBloom temp = m_CameraComponent.gameObject.AddComponent <FastBloom>(); temp.enabled = true; temp.threshhold = m_FastBloom.threshhold; temp.intensity = m_FastBloom.intensity; temp.blurSize = m_FastBloom.blurSize; temp.resolution = m_FastBloom.resolution; temp.blurIterations = m_FastBloom.blurIterations; temp.blurType = m_FastBloom.blurType; temp.fastBloomShader = Shader.Find("Hidden/FastBloom"); } #endif } if (m_MotionBlur == null) { m_MotionBlur = m_CameraComponent.GetComponent <MotionBlur>(); if (m_MotionBlur == null) { m_MotionBlur = m_CameraComponent.gameObject.AddComponent <MotionBlur>(); } m_MotionBlur.enabled = false; if (m_MotionBlur.shader == null) { m_MotionBlur.shader = Shader.Find("Hidden/MotionBlur"); } } }
// Use this for initialization void Start() { bloomEffect = GetComponent <FastBloom>(); allSamples = new float[numberOfSamples]; }
void Start() { fastBloom = Camera.main.gameObject.GetComponent<FastBloom>(); if( fastBloom ) { fastBloom.enabled = true; StartCoroutine( "DoBloomFade" ); } blur = Camera.main.gameObject.GetComponent<Blur> (); if( blur ) { blur.enabled = true; StartCoroutine( "DoBlurFade" ); } }