public virtual void Init(PostProcessParam param) { m_mgr = param.mgr; m_mainCamera = param.mainCamera; m_LodLevel = param.lodLevel; m_enable = false; }
public override void Init(PostProcessParam param) { base.Init(param); m_ComposeMaterial = new Material(Shader.Find("post/multiblur_compose")); Check(); m_Sections.Add(m_radialBlur); m_Sections.Add(m_dof); for (int i = 0; i < m_Sections.Count; ++i) { m_Sections[i].Init(this); } }
public override void Init(PostProcessParam param) { base.Init(param); GameObject glowCameraObj = new GameObject("GlowCameraObj"); glowCameraObj.transform.parent = transform; glowCameraObj.transform.position = transform.position; glowCameraObj.transform.rotation = transform.rotation; glowCamera = glowCameraObj.AddComponent <Camera>(); glowCamera.CopyFrom(m_mainCamera); glowCamera.enabled = false; glowComposeMaterial = new Material(Shader.Find("post/glow_compose")); glowMaskShader = Shader.Find("post/glowmask"); glowMaskDepthShader = Shader.Find("post/glowmask_depth"); }
void Awake() { m_MainCamera = gameObject.GetComponent <Camera>(); if (m_MainCamera == null) { Debug.LogError("this script must be main camera component!"); } LODMgr.LOD_LEVEL lodLevel = LODMgr.LOD_LEVEL.LOD_LEVEL_HIGH; m_flipPostProcess = gameObject.AddComponent <FlipPostProcess>(); GenPostProcessChain(); PostProcessParam param = new PostProcessParam(); param.mgr = this; param.mainCamera = m_MainCamera; param.lodLevel = lodLevel; for (int i = 0; i < m_PostProcessList.Length; ++i) { m_PostProcessList[i].Init(param); } m_flipPostProcess.Init(param); Regist(this); }
public override void Init(PostProcessParam param) { base.Init(param); m_ComposeMaterial = new Material(Shader.Find("post/compose")); GameObject glowCameraObj = new GameObject("RTCameraObj"); glowCameraObj.transform.parent = transform; glowCameraObj.transform.position = transform.position; glowCameraObj.transform.rotation = transform.rotation; m_RTCamera = glowCameraObj.AddComponent <Camera>(); m_RTCamera.CopyFrom(m_mainCamera); m_RTCamera.enabled = false; Check(); m_Sections.Add(m_distor); m_Sections.Add(m_glow); m_Sections.Add(m_bloom); for (int i = 0; i < m_Sections.Count; ++i) { m_Sections[i].Init(this); } }
public override void Init(PostProcessParam param) { base.Init(param); composeMaterial = new Material(Shader.Find("post/radial_blur")); }
public override void Init(PostProcessParam param) { base.Init(param); bloomComposeMaterial = new Material(Shader.Find("post/bloom")); }