public void ReplaceGlobalCharacterOutline(float scale) { RenderSettings.GlobalCharacterOutlineScale = scale; RenderSettingsBase rsb = RenderSettingsManager.Instance.GetCurrentRenderSettings(); RenderSettings rs = rsb as RenderSettings; if (rs != null) { float use = scale * rs.CharactorOutlineScale; Shader.SetGlobalFloat("_EBGCharOutlineScale", use); } }
public override void ApplyBlend(RenderSettingsBase source, RenderSettingsBase dest, float destFactor) { //EB.Debug.Log ("BLEND: " + destFactor); RenderSettings RSdest = (RenderSettings)dest; RenderSettings RSsource = (RenderSettings)source; LightProbeScale = Mathf.Lerp(RSsource.LightProbeScale, RSdest.LightProbeScale, destFactor); LightProbeOffset = Mathf.Lerp(RSsource.LightProbeOffset, RSdest.LightProbeOffset, destFactor); LightProbeMax = Mathf.Lerp(RSsource.LightProbeMax, RSdest.LightProbeMax, destFactor); GlobalLightAmbient = Color.Lerp(RSsource.GlobalLightAmbient, RSdest.GlobalLightAmbient, destFactor); GlobalLightDiffuse = Color.Lerp(RSsource.GlobalLightDiffuse, RSdest.GlobalLightDiffuse, destFactor); GlobalLightDiffuse1 = Color.Lerp(RSsource.GlobalLightDiffuse1, RSdest.GlobalLightDiffuse1, destFactor); GlobalLightSpecular = Color.Lerp(RSsource.GlobalLightSpecular, RSdest.GlobalLightSpecular, destFactor); GlobalCharColorScale = Color.Lerp(RSsource.GlobalCharColorScale, RSdest.GlobalCharColorScale, destFactor); GlobalLightRotation = Vector3.Lerp(RSsource.GlobalLightRotation, RSdest.GlobalLightRotation, destFactor); GlobalLightRotation1 = Vector3.Lerp(RSsource.GlobalLightRotation1, RSdest.GlobalLightRotation1, destFactor); CharactorOutlineScale = Mathf.Lerp(RSsource.CharactorOutlineScale, RSdest.CharactorOutlineScale, destFactor); LightDir = RSdest.LightDir; CharactorGrayScale = Mathf.Lerp(RSsource.CharactorGrayScale, RSdest.CharactorGrayScale, destFactor); CharactorBrightness = Mathf.Lerp(RSsource.CharactorBrightness, RSdest.CharactorBrightness, destFactor); CharactorContrast = Mathf.Lerp(RSsource.CharactorContrast, RSdest.CharactorContrast, destFactor); CharactorFinalColor = Color.Lerp(RSsource.CharactorFinalColor, RSdest.CharactorFinalColor, destFactor); CharactorSpecularIntensity = Mathf.Lerp(RSsource.CharactorSpecularIntensity, RSdest.CharactorSpecularIntensity, destFactor); CharactorSpecularGloss = Mathf.Lerp(RSsource.CharactorSpecularGloss, RSdest.CharactorSpecularGloss, destFactor); EnvGlobalLightDiffuse = Color.Lerp(RSsource.EnvGlobalLightDiffuse, RSdest.EnvGlobalLightDiffuse, destFactor); EnvGlobalLightSpecular = Color.Lerp(RSsource.EnvGlobalLightSpecular, RSdest.EnvGlobalLightSpecular, destFactor);; EnvGlobalLightScale = Color.Lerp(RSsource.EnvGlobalLightScale, RSdest.EnvGlobalLightScale, destFactor);; EnvGlobalLightRotation = Vector3.Lerp(RSsource.EnvGlobalLightRotation, RSdest.EnvGlobalLightRotation, destFactor); EnvGlobalSkyBoxColor = Color.Lerp(RSsource.EnvGlobalSkyBoxColor, RSdest.EnvGlobalSkyBoxColor, destFactor); EnvGlobalGlassColor = Color.Lerp(RSsource.EnvGlobalGlassColor, RSdest.EnvGlobalGlassColor, destFactor); EnvGlobalTColor = Color.Lerp(RSsource.EnvGlobalTColor, RSdest.EnvGlobalTColor, destFactor); EnvironmentCubemap = RSdest.EnvironmentCubemap; EnvironmentBlurryCubemap = RSdest.EnvironmentBlurryCubemap; FogColor = Color.Lerp(RSsource.FogColor, RSdest.FogColor, destFactor); FogDistStart = Mathf.Lerp(RSsource.FogDistStart, RSdest.FogDistStart, destFactor); FogDistEnd = Mathf.Lerp(RSsource.FogDistEnd, RSdest.FogDistEnd, destFactor); FogHeightStart = Mathf.Lerp(RSsource.FogHeightStart, RSdest.FogHeightStart, destFactor); FogHeightEnd = Mathf.Lerp(RSsource.FogHeightEnd, RSdest.FogHeightEnd, destFactor); PlanarReflectionClearMode = RSdest.PlanarReflectionClearMode; PlanarReflectionCameraClearColor = RSdest.PlanarReflectionCameraClearColor; PlanarReflectionRamp = RSdest.PlanarReflectionRamp; PostFXBloomBlur = Mathf.Lerp(RSsource.PostFXBloomBlur, RSdest.PostFXBloomBlur, destFactor); PostFXBloomRamp = Mathf.Lerp(RSsource.PostFXBloomRamp, RSdest.PostFXBloomRamp, destFactor); PostFXBloomColor = Color.Lerp(RSsource.PostFXBloomColor, RSdest.PostFXBloomColor, destFactor); PostFXBloomIntensity = Mathf.Lerp(RSsource.PostFXBloomIntensity, RSdest.PostFXBloomIntensity, destFactor); PostFXVignetteIntensity = Mathf.Lerp(RSsource.PostFXVignetteIntensity, RSdest.PostFXVignetteIntensity, destFactor); //EB.Debug.Log (RSsource.PostFXVignetteColor); PostFXVignetteColor = Color.Lerp(RSsource.PostFXVignetteColor, RSdest.PostFXVignetteColor, destFactor); PostFXWarpIntensity = Vector2.Lerp(RSsource.PostFXWarpIntensity, RSdest.PostFXWarpIntensity, destFactor); PostFXColourGradeTexture = RSdest.PostFXColourGradeTexture; if (RSdest.PostFXVignette2Mask != null || RSdest.PostFXVignette2Intensity == 0.0f) { PostFXVignette2MaskColor = Color.Lerp(RSsource.PostFXVignette2MaskColor, RSdest.PostFXVignette2MaskColor, destFactor); PostFXVignette2Intensity = Mathf.Lerp(RSsource.PostFXVignette2Intensity, RSdest.PostFXVignette2Intensity, destFactor); PostFXVignette2DarkIntensity = Mathf.Lerp(RSsource.PostFXVignette2DarkIntensity, RSdest.PostFXVignette2DarkIntensity, destFactor); PostFXVignette2Color = Color.Lerp(RSsource.PostFXVignette2Color, RSdest.PostFXVignette2Color, destFactor); PostFXVignette2Mask = RSdest.PostFXVignette2Mask; } else { PostFXVignette2Mask = null; PostFXVignette2Color = Color.white; PostFXVignette2DarkIntensity = 1.0f; PostFXVignette2Intensity = 1.0f; PostFXVignette2MaskColor = Color.black; } AdjustmentNoRelfScale = RSdest.AdjustmentNoRelfScale; AdjustmentNoRelfOffset = RSdest.AdjustmentNoRelfOffset; AdjustmentNoRelfSpecScale = RSdest.AdjustmentNoRelfSpecScale; AdjustmentNoRelfSpecOffset = RSdest.AdjustmentNoRelfSpecOffset; EnvGlobalScale = Mathf.Lerp(RSsource.EnvGlobalScale, RSdest.EnvGlobalScale, destFactor); CombatantScale = Mathf.Lerp(RSsource.CombatantScale, RSdest.CombatantScale, destFactor); NonCombatantScale = Mathf.Lerp(RSsource.NonCombatantScale, RSdest.NonCombatantScale, destFactor); IrrelevanceCombatantScale = Mathf.Lerp(RSsource.IrrelevanceCombatantScale, RSdest.IrrelevanceCombatantScale, destFactor); WaterTranscy = Mathf.Lerp(RSsource.WaterTranscy, RSdest.WaterTranscy, destFactor); }
public virtual void Clone(RenderSettingsBase toClone) { LightProbeOffset = toClone.LightProbeOffset; LightProbeScale = toClone.LightProbeScale; LightProbeMax = toClone.LightProbeMax; }
public abstract void ApplyBlend(RenderSettingsBase source, RenderSettingsBase dest, float destFactor);
private void SetShaderVar() { if (renderers == null) { return; } RenderSettingsBase setting = RenderSettingsManager.Instance.GetCurrentRenderSettings(); if (mCurrLightDir == setting.LightDir && !needUpdateShader) { return; } needUpdateShader = false; if (this == null) { return; } if (setShaderTime >= TotalShaderTime) { return; } bool isCombat = Hotfix_LT.UI.LTCombatEventReceiver.Instance == null ? false : Hotfix_LT.UI.LTCombatEventReceiver.Instance.Ready; bool isReadyUI = (bool)GlobalUtils.CallStaticHotfix("Hotfix_LT.UI.GlobalMenuManager", "GetCurrentWinFromILR"); if (renderers.Length == 0) { setShaderTime++; } else { mCurrLightDir = setting.LightDir; } for (int i = 0; i < renderers.Length; i++) { Vector4 thisRotation = setting.GetLightDir(); for (int j = 0; j < renderers[i].materials.Length; j++) { var mat = renderers[i].materials[j]; mat.SetVector("_LightDir", thisRotation); if (isReadyUI) { mat.DisableKeyword("EBG_RIM_MAP_ON"); mat.EnableKeyword("EBG_RIM_MAP_OFF"); } else { mat.EnableKeyword("EBG_RIM_MAP_ON"); mat.DisableKeyword("EBG_RIM_MAP_OFF"); } if (isCombat) { mat.SetFloat("_UseViewDir", 1.0f); } else { mat.SetFloat("_UseViewDir", 0.0f); } } } }