static ImageEffectUtil() { List <ImageEffectPattern> list = new List <ImageEffectPattern>(); ImageEffectType colorFade = ImageEffectType.ColorFade; Shader[] shaders = new Shader[] { Shader.Find(ShaderManager.ColorFade) }; list.Add(new ImageEffectPattern(colorFade.ToString(), typeof(ColorFade), shaders)); ImageEffectType bloom = ImageEffectType.Bloom; Shader[] shaderArray2 = new Shader[] { Shader.Find(ShaderManager.BloomName) }; list.Add(new ImageEffectPattern(bloom.ToString(), typeof(Bloom), shaderArray2)); ImageEffectType blur = ImageEffectType.Blur; Shader[] shaderArray3 = new Shader[] { Shader.Find(ShaderManager.BlurName) }; list.Add(new ImageEffectPattern(blur.ToString(), typeof(Blur), shaderArray3)); ImageEffectType mosaic = ImageEffectType.Mosaic; Shader[] shaderArray4 = new Shader[] { Shader.Find(ShaderManager.MosaicName) }; list.Add(new ImageEffectPattern(mosaic.ToString(), typeof(Mosaic), shaderArray4)); ImageEffectType grayScale = ImageEffectType.GrayScale; Shader[] shaderArray5 = new Shader[] { Shader.Find(ShaderManager.GrayScaleName) }; list.Add(new ImageEffectPattern(grayScale.ToString(), typeof(Grayscale), shaderArray5)); ImageEffectType motionBlur = ImageEffectType.MotionBlur; Shader[] shaderArray6 = new Shader[] { Shader.Find(ShaderManager.MotionBlurName) }; list.Add(new ImageEffectPattern(motionBlur.ToString(), typeof(MotionBlur), shaderArray6)); ImageEffectType screenOverlay = ImageEffectType.ScreenOverlay; Shader[] shaderArray7 = new Shader[] { Shader.Find(ShaderManager.BlendModesOverlayName) }; list.Add(new ImageEffectPattern(screenOverlay.ToString(), typeof(ScreenOverlay), shaderArray7)); ImageEffectType sepia = ImageEffectType.Sepia; Shader[] shaderArray8 = new Shader[] { Shader.Find(ShaderManager.SepiatoneName) }; list.Add(new ImageEffectPattern(sepia.ToString(), typeof(SepiaTone), shaderArray8)); ImageEffectType negaPosi = ImageEffectType.NegaPosi; Shader[] shaderArray9 = new Shader[] { Shader.Find(ShaderManager.NegaPosiName) }; list.Add(new ImageEffectPattern(negaPosi.ToString(), typeof(NegaPosi), shaderArray9)); ImageEffectType fishEye = ImageEffectType.FishEye; Shader[] shaderArray10 = new Shader[] { Shader.Find(ShaderManager.FisheyeName) }; list.Add(new ImageEffectPattern(fishEye.ToString(), typeof(FishEye), shaderArray10)); ImageEffectType twirl = ImageEffectType.Twirl; Shader[] shaderArray11 = new Shader[] { Shader.Find(ShaderManager.TwirlName) }; list.Add(new ImageEffectPattern(twirl.ToString(), typeof(Twirl), shaderArray11)); ImageEffectType vortex = ImageEffectType.Vortex; Shader[] shaderArray12 = new Shader[] { Shader.Find(ShaderManager.VortexName) }; list.Add(new ImageEffectPattern(vortex.ToString(), typeof(Vortex), shaderArray12)); patterns = list; }
public void SetEffectShader(ImageEffectType type) { if (!effectMat) { effectMat = new Material(_shaderEffects[type]); } else { effectMat.shader = _shaderEffects[type]; effectMat.name = _shaderEffects[type].name; } UpdateMaterialProperties(); }