private Vector4 GetBackplateParameters1(float backplatePhi, HDRISky hdriSky) { // x: BackplateType, y: BlendAmount, zw: backplate rotation (cosPhi_plate, sinPhi_plate) float type = 3.0f; float blendAmount = hdriSky.blendAmount.value / 100.0f; switch (hdriSky.backplateType.value) { case BackplateType.Disc: type = 0.0f; break; case BackplateType.Rectangle: type = 1.0f; break; case BackplateType.Ellipse: type = 2.0f; break; case BackplateType.Infinite: type = 3.0f; blendAmount = 0.0f; break; } return(new Vector4(type, blendAmount, Mathf.Cos(backplatePhi), Mathf.Sin(backplatePhi))); }
private Vector4 GetBackplateParameters2(HDRISky hdriSky) { // xy: BackplateTextureRotation (cos/sin), zw: Backplate Texture Offset float localPhi = -Mathf.Deg2Rad * hdriSky.plateTexRotation.value; return(new Vector4(Mathf.Cos(localPhi), Mathf.Sin(localPhi), hdriSky.plateTexOffset.value.x, hdriSky.plateTexOffset.value.y)); }
void Start() { pp = gameObject.GetComponent <Volume>(); HDRISky temp; if (pp.profile.TryGet <HDRISky>(out temp)) { sky = temp; } }
// Start is called before the first frame update void Start() { volume.profile.TryGet(out HDRISky s); if (s) { sky = s; defaultDesiredLuxValue = sky.desiredLuxValue.value; } defaultSunValue = sunLight.intensity; }
// Update is called once per frame void Update() { if (m_SceneSettings != null) { HDRISky skyParams = VolumeManager.instance.stack.GetComponent <HDRISky>(); if (skyParams != null) { skyParams.rotation.value = (skyParams.rotation + Time.deltaTime * m_RotationSpeed) % 360.0f; } } }
private Vector4 GetBackplateParameters0(HDRISky hdriSky) { // xy: scale, z: groundLevel, w: projectionDistance float scaleX = Mathf.Abs(hdriSky.scale.value.x); float scaleY = Mathf.Abs(hdriSky.scale.value.y); if (hdriSky.backplateType.value == BackplateType.Disc) { scaleY = scaleX; } return(new Vector4(scaleX, scaleY, hdriSky.groundLevel.value, hdriSky.projectionDistance.value)); }
private void Start() { StartCoroutine(GetSettingsWhenInitialized()); cubemapEventListenerSet = onCubemapUpdate.GetPersistentEventCount() > 0; HDCameraData = XRCamera.GetComponent <HDAdditionalCameraData>(); if (!m_skyboxProfile.TryGet(out volumeSky)) { volumeSky = m_skyboxProfile.Add <HDRISky>(true); } if (!m_skyboxProfile.TryGet(out volumeExposure)) { volumeExposure = m_skyboxProfile.Add <Exposure>(true); } if (!m_skyboxProfile.TryGet(out volumeVSTWhiteBalance)) { volumeVSTWhiteBalance = m_skyboxProfile.Add <VSTWhiteBalance>(true); } }
private void Start() { originalOpaqueValue = VarjoRendering.GetOpaque(); VarjoRendering.SetOpaque(false); cubemapEventListenerSet = onCubemapUpdate.GetPersistentEventCount() > 0; HDCameraData = xrCamera.GetComponent <HDAdditionalCameraData>(); if (!m_skyboxProfile.TryGet(out volumeSky)) { volumeSky = m_skyboxProfile.Add <HDRISky>(true); } if (!m_skyboxProfile.TryGet(out volumeExposure)) { volumeExposure = m_skyboxProfile.Add <Exposure>(true); } if (!m_skyboxProfile.TryGet(out volumeVSTWhiteBalance)) { volumeVSTWhiteBalance = m_skyboxProfile.Add <VSTWhiteBalance>(true); } }
private void GetParameters(out float intensity, out float phi, out float backplatePhi, BuiltinSkyParameters builtinParams, HDRISky hdriSky) { intensity = GetSkyIntensity(hdriSky, builtinParams.debugSettings); phi = -Mathf.Deg2Rad * hdriSky.rotation.value; // -rotation to match Legacy... backplatePhi = phi - Mathf.Deg2Rad * hdriSky.plateRotation.value; }
public HDRISkyRenderer(HDRISky hdriSkyParams) { m_HdriSkyParams = hdriSkyParams; m_PropertyBlock = new MaterialPropertyBlock(); }
void Start() { storyText = GameObject.Find("Story - Text/Text").GetComponent <Text>(); storyTextCanvas = GameObject.Find("Story - Text"); storyBackground = GameObject.Find("Story - Background"); soundSystem = GetComponent <Sound>(); n = GetComponent <Nox>(); pp = GameObject.Find("Rendering").GetComponent <Volume>(); HDRISky temp; if (pp.profile.TryGet <HDRISky>(out temp)) { sky = temp; } sun.SetActive(false); gates.SetActive(true); sky.multiplier.value = 0f; talk = new string[20]; //intro talk[0] = "We have a stable port to Qurotema. RO, your vision should come in soon."; talk[1] = "We should remind you that because of the Gates, this is only a one-way communication channel."; talk[2] = "Beyond this point is only the unknown. We will keep watch, and study Qurotema alongside you, Operator."; talk[3] = "Your vessel should be equipped with a control module through which you can interact with the world.\nHow it functions is beyond our understanding, but we trust you will discover its abilities in time."; talk[4] = "Good luck with your research, RO. Make Sino proud."; //first monolith discovery talk[5] = "What you see in front of you is one of the Monoliths Dr. Sino spoke about. There should be a writing 'eminating' from it. Do you see anything?"; //first monolith interaction talk[6] = "We have a feed of the characters. Sino called this script 'i-tema'. He claims there's no way to speak it, as it is a written-only language."; talk[7] = "This set of symbols in particular were already translated by Sino. They say: 'The night will flow when black time's sand knows foreign touch.'"; talk[8] = "Nothing else was translated other than the writing on the gates, 'Quro' and 'Tema'."; talk[9] = "We are not sure how Sino felt so confident in his understanding of i-tema, but finding more Monoliths will help us fill a database for linguistic analysis."; //first instrument discovery talk[10] = "What is that? Nothing like that was documented in Sino's notes. It's not coming in clear."; //instrument playtime story progress talk[11] = "We have signals of faint acitivity away from your vessel's current position."; talk[12] = "We've lost sight of your feed, but we are still getting readings about your position. Keep up the research."; talk[13] = "Our connection is becoming unreliable. We are going to pull you out soon."; //ending talk[14] = "We are losing connection fast. Abandoning vessel."; talk[15] = "RO? Di? Your body in the lab is unresponsive. Initiate return protocol immediately so we can resuscitate."; talk[16] = "Di, I don't know what's going on but we have no connection to Qurotema, can't even find it with Sino's systems."; talk[17] = "It's possible that Qurotema is gone, and your vessel is in the Void."; talk[18] = "I'm going to be honest. I don't know what we're going to do."; talk[19] = ""; if (!introductionFinished) { backgroundOpacity = 1f; storyBackground.GetComponent <CanvasGroup>().alpha = backgroundOpacity; talkTracker = 0; if (routine != null) { StopCoroutine(routine); } routine = StartCoroutine(PlayText(talkTracker)); } else { //skip intro sun.SetActive(true); gates.SetActive(false); sky.multiplier.value = 1f; } }