private void Update() { VignetteModel vignettePost = postProcessing.m_Vignette.model; if (vignettePost == null || !VRConfig.configUseVignetteWhenMoving.Value) { return; } targetIntensity = GetVignetteIntensityForVelocityPerGamestate(); VignetteModel.Settings newSettings = vignettePost.settings; // Lerp to vignette intensity. Ramp up faster and ramp down slower. if (newSettings.intensity <= targetIntensity) { newSettings.intensity = Mathf.Lerp(vignettePost.settings.intensity, targetIntensity, 20f * Time.deltaTime); } else { newSettings.intensity = Mathf.Lerp(vignettePost.settings.intensity, targetIntensity, 8f * Time.deltaTime); } vignettePost.settings = newSettings; }
public void VignetteEffect(float level) { VignetteModel.Settings settings = postProcessingProfile.vignette.settings; settings.intensity = level; postProcessingProfile.vignette.settings = settings; }
//bool isMenuOpen = false; private void Start() { InitializeButtons(); InitializeSliders(); //postProcessingProfile.vignette.enabled = true; vignetteSettings = MultiplayerGameManager.instance.playerPostProcessing.profile.vignette.settings; }
// Update is called once per frame void Update() { // Linearly update all post processing values which aren't at their target values. lerp += Time.deltaTime / duration; VignetteModel.Settings vignette = profile.vignette.settings; if (vignette.intensity != targetVignette) { vignette.intensity = Mathf.Lerp(fromVignette, targetVignette, lerp); } DepthOfFieldModel.Settings dof = profile.depthOfField.settings; if (dof.aperture != targetDof) { dof.aperture = Mathf.Lerp(fromDof, targetDof, lerp); } ColorGradingModel.Settings cgm = profile.colorGrading.settings; if (cgm.basic.saturation != targetSaturation) { cgm.basic.saturation = Mathf.Lerp(fromSaturation, targetSaturation, lerp); } if (cgm.basic.temperature != targetTemp) { cgm.basic.temperature = Mathf.Lerp(fromTemp, targetTemp, lerp); } profile.vignette.settings = vignette; profile.depthOfField.settings = dof; profile.colorGrading.settings = cgm; }
public void UpdatePostProcesing(bool[] p_drunkEffects) { if (p_drunkEffects[(int)Player.DRUNK_EFFECTS.VIGNETTE]) { m_drunkPostProcessingProfile.vignette.enabled = true; VignetteModel.Settings vignetteSettings = m_drunkPostProcessingProfile.vignette.settings; //MOAR MAGIC HERE vignetteSettings.intensity = m_vignetteIntensityDiff * Mathf.Sin(Time.timeSinceLevelLoad * m_vignettePacing) + (m_minVignetteIntensity + m_vignetteIntensityDiff / 2.0f); m_drunkPostProcessingProfile.vignette.settings = vignetteSettings; } else { m_drunkPostProcessingProfile.vignette.enabled = false; } if (p_drunkEffects[(int)Player.DRUNK_EFFECTS.DOF]) { m_drunkPostProcessingProfile.depthOfField.enabled = true; DepthOfFieldModel.Settings DOFSettings = m_drunkPostProcessingProfile.depthOfField.settings; //MOAR MAGIC HERE DOFSettings.focusDistance = m_DOFDistanceDiff * Mathf.Sin(Time.timeSinceLevelLoad * m_vignettePacing) + (m_minDOFDistance + m_DOFDistanceDiff / 2.0f); m_drunkPostProcessingProfile.depthOfField.settings = DOFSettings; } else { m_drunkPostProcessingProfile.depthOfField.enabled = false; } }
public void Start() { player = GameObject.FindGameObjectWithTag("Player").transform; _mover = player.GetComponent <Mover>(); _mover.Init(); _detector = player.GetComponent <Detector>(); _detector.Init(this); _recorder = player.GetComponent <RecorderAlt>(); _recorder.Init(); _successSound = GetComponent <AudioSource>(); startDoors = GameObject.FindGameObjectsWithTag("StartDoor"); startPicker = InitPickArray(startDoors.Length); endDoors = GameObject.FindGameObjectsWithTag("EndDoor"); endPicker = InitPickArray(endDoors.Length); foreach (GameObject door in endDoors) { door.GetComponent <EndDoorTrigger>().Init(this); } startDoor = startDoors[PickNew(ref startPicker)].transform; endDoor = endDoors[PickNew(ref endPicker)].transform; //SetupNewEndDoor(); vignetteSettings = ppProfile.vignette.settings; SetViewOpacity(1); StartCoroutine(Fade(FadeType.IN)); //Advance(); }
void PreparePostProcess() { postProcess.profile.colorGrading.enabled = false; VignetteModel.Settings vignet = postProcess.profile.vignette.settings; vignet.center = new Vector2(0.5f, 0.5f); vignet.intensity = 0.45f; vignet.smoothness = 0.3f; vignet.color = Color.black; BloomModel.Settings bloomSettings = postProcess.profile.bloom.settings; bloomSettings.bloom.intensity = 1f; bloomSettings.bloom.radius = 6.06f; bloomSettings.bloom.softKnee = 0.654f; postProcess.profile.vignette.settings = vignet; postProcess.profile.bloom.settings = bloomSettings; //VERY QUESTIONABLE CHANGE BUT WHAT CAN YOU DO if (QualitySettings.pixelLightCount < optimalPixelLightAmount) { QualitySettings.pixelLightCount = optimalPixelLightAmount; } }
// Use this for initialization void Start() { //oldPos = transform.position; vignetteSettings = ppProfile.vignette.settings; //fovLimiter = GetComponent<VignetteAndChromaticAberration>(); Debug.Log("Starting intensity: " + vignetteSettings.intensity); }
public void SetVignetteIntensity(float targetIntensity) { this._currentIntensity = Mathf.Lerp(this._currentIntensity, targetIntensity, this.Smoothness); VignetteModel.Settings settings = this._vignetteModel.settings; settings.intensity = this._currentIntensity; this._vignetteModel.settings = settings; }
private void Update() { VignetteSettings = PPProfile.vignette.settings; VignetteSettings.intensity += Time.deltaTime / 5; PPProfile.vignette.settings = VignetteSettings; }
void LightSet() { switch (m_Light) { case Light.Dark: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.x, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.x, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; case Light.Lantern: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.y, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.y, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; case Light.Lamp: colorGrad = ppProfile.colorGrading.settings; colorGrad.basic.postExposure = Mathf.Lerp(colorGrad.basic.postExposure, lightIntensity.z, 2 * Time.deltaTime); ppProfile.colorGrading.settings = colorGrad; vignetteSet = ppProfile.vignette.settings; vignetteSet.intensity = Mathf.Lerp(vignetteSet.intensity, vignetteIntensity.z, 2 * Time.deltaTime); ppProfile.vignette.settings = vignetteSet; break; } }
// Update is called once per frame void Update() { if (_canInteract) { if (Input.GetKeyDown(KeyCode.UpArrow)) { if (exterior.activeSelf) { exterior.SetActive(false); interior.SetActive(true); var t = new VignetteModel.Settings(); t = GameObject.FindObjectOfType <PostProcessingBehaviour> ().profile.vignette.settings; t.intensity = 0.6f; GameObject.FindObjectOfType <PostProcessingBehaviour> ().profile.vignette.settings = t; } else { //0.46 var t = new VignetteModel.Settings(); t = GameObject.FindObjectOfType <PostProcessingBehaviour> ().profile.vignette.settings; t.intensity = 0.46f; GameObject.FindObjectOfType <PostProcessingBehaviour> ().profile.vignette.settings = t; exterior.SetActive(true); interior.SetActive(false); } } } }
IEnumerator ShowEndingTrainSceneCoroutine() { iTween.FadeTo(m_CameraFadePanel, 1f, m_CameraFadeDuration + 3.5f); m_PlayerSpeechBubble.SetActive(false); yield return(new WaitForSeconds(m_CameraFadeDuration + 4f)); VignetteModel.Settings vignetteSettings = m_PostProcessingProfile.vignette.settings; vignetteSettings.intensity = 0f; m_PostProcessingProfile.vignette.settings = vignetteSettings; GrainModel grainModel = m_PostProcessingProfile.grain; grainModel.enabled = true; DepthOfFieldModel dofModel = m_PostProcessingProfile.depthOfField; dofModel.enabled = true; m_GirlfriendMeetingPanel.SetActive(false); m_EndingPanel.SetActive(true); m_BGMPlayer.PlayEndingSong(); iTween.FadeTo(m_CameraFadePanel, 0f, m_CameraFadeDuration + 2f); yield return(new WaitForSeconds(m_CameraFadeDuration + 4f)); //m_CinematicScript.ShowNextButton (MoveToCredits); yield return(new WaitForSeconds(3f)); yield return(ShowCreditsCoroutine()); }
private IEnumerator LerpCR() { GetComponent <CameraFollow>().FocusOnPlayer(); float currentTime = 0f; while (currentTime < duration) { VignetteModel vignet = ppp.vignette; VignetteModel.Settings newVignette = vignet.settings; newVignette.intensity = Mathf.Lerp(1f, 0f, currentTime / duration); newVignette.smoothness = Mathf.Lerp(1f, 0f, currentTime / duration); vignet.settings = newVignette; GrainModel grain = ppp.grain; GrainModel.Settings newGrain = grain.settings; newGrain.intensity = Mathf.Lerp(1f, 0f, currentTime / duration); newGrain.size = Mathf.Lerp(3f, 1f, currentTime / duration); newGrain.luminanceContribution = Mathf.Lerp(0f, 1f, currentTime / duration); grain.settings = newGrain; currentTime += Time.deltaTime; yield return(null); } }
//This method will be called every frame while the damage visual effect is active void ProcessDamageEffect() { //Record the ellapsed time and calculate the percentage of the effect that is complete elapsedTime += Time.deltaTime; float percentage = elapsedTime / damageEffectDuration; //Grab the current vignette settings... VignetteModel.Settings vignette = profile.vignette.settings; //...Lerp the color value... vignette.color = Color.Lerp(damageProfile.vignette.settings.color, Color.white, percentage); //...and then apply the Lerped changes profile.vignette.settings = vignette; //Grab the current aberration settings... ChromaticAberrationModel.Settings chroma = profile.chromaticAberration.settings; //...Lerp the intensity... chroma.intensity = Mathf.Lerp(damageProfile.chromaticAberration.settings.intensity, 0f, percentage); //... and then apply the Lerped changes profile.chromaticAberration.settings = chroma; //If the time has reached 100% stop the effect if (percentage >= 1f) { StopDamageEffect(); } }
public void AtualizaPerfil() { float intensidadeGrain = 0.18f; float intensidadeVignette = 0.4f; float temperatura = -5f; float difSaturacao = 0.64f; float difContraste = 0.3f; GrainModel.Settings grainSettings = perfil.grain.settings; grainSettings.intensity = intensidadeGrain * intensidade; perfil.grain.settings = grainSettings; VignetteModel.Settings vignetteSettings = perfil.vignette.settings; vignetteSettings.intensity = intensidadeVignette * intensidade; perfil.vignette.settings = vignetteSettings; ColorGradingModel.Settings colorGradingSettings = perfil.colorGrading.settings; colorGradingSettings.basic.temperature = temperatura * intensidade; colorGradingSettings.basic.saturation = 1 - difSaturacao * intensidade; colorGradingSettings.basic.contrast = 1 - difContraste * intensidade; colorGradingSettings.colorWheels.log.slope = new Color(1 - 0.183f * intensidade, 1 - 0.152f * intensidade, 1f, 0f); colorGradingSettings.colorWheels.log.power = new Color(1 - 0.35f * intensidade, 1 - 0.284f * intensidade, 1f, 0f); perfil.colorGrading.settings = colorGradingSettings; }
void Start() { vignetteSettings = _CC.vignette.settings; vignetteSettings.intensity = 0; anim = GetComponent <Animator>(); }
public void SetInitialPostProcess(PostProcessType pType, float value) { switch (pType) { case PostProcessType.vignette: VignetteModel.Settings confv = profile.vignette.settings; confv.intensity = value; profile.vignette.settings = confv; break; case PostProcessType.blackout: ColorGradingModel.Settings confg = profile.colorGrading.settings; confg.tonemapping.neutralBlackOut = value; profile.colorGrading.settings = confg; break; case PostProcessType.chromatic: ChromaticAberrationModel.Settings confc = profile.chromaticAberration.settings; confc.intensity = value; profile.chromaticAberration.settings = confc; break; case PostProcessType.grain: GrainModel.Settings confgr = profile.grain.settings; confgr.intensity = value; profile.grain.settings = confgr; break; } }
//Set start values again & Start Intro Vignette Reduction void Start() { _profile.vignette.enabled = true; VignetteModel.Settings viSettings = _profile.vignette.settings; viSettings.intensity = 1f; _profile.vignette.settings = viSettings; IntroVignetteReduction(); }
public void Initialize() { GameController.MainCamera.orthographicSize = sizeMin; chromaticFx = effectStackProfile.chromaticAberration.settings; vigneteFx = effectStackProfile.vignette.settings; bloomFx = effectStackProfile.bloom.settings; UpdateFX(); }
// Use this for initialization void Start() { ballManagerScript = BallManager.GetComponent <BallManager>(); VignetteModel.Settings vignetteSettings = ppProfile.vignette.settings; vignetteSettings.intensity = 0; ppProfile.vignette.settings = vignetteSettings; }
private void Start() { _postProcessingBehaviour = GetComponent <PostProcessingBehaviour>(); _postProcessingProfile = _postProcessingBehaviour.profile; _vignetteSettings = _postProcessingProfile.vignette.settings; UpdateEnd(0f); DoctorControl.Instance.OnPlayerStabbed += Instance_OnPlayerStabbed; }
void Update() { VignetteModel.Settings vignette = redVignette.profile.vignette.settings; float val = curve.Evaluate(Time.time); vignette.intensity = val; redVignette.profile.vignette.settings = vignette; }
void Start() { ppProfile = GetComponent <PostProcessingBehaviour>().profile; m_Vignette = ppProfile.vignette.settings; m_Vignette.intensity = 1f; m_Bloom.bloom.radius = 5; }
// Update is called once per frame void Update() { // if (ballManagerScript.correctBallCount % ballManagerScript.ballsToIncreaseDifficulty == 0 && ballManagerScript.correctBallCount != 0) // { VignetteModel.Settings vignetteSettings = ppProfile.vignette.settings; vignetteSettings.intensity = ballManagerScript.correctBallCount / 50; ppProfile.vignette.settings = vignetteSettings; //} }
private void Start() { Canvas = GameObject.Find("Canvas").GetComponent <Animator>(); VignetteSettings = PPProfile.vignette.settings; VignetteSettings.intensity = 0; PPProfile.vignette.settings = VignetteSettings; StartCoroutine(FadeTimer()); }
void Start() { profile = Camera.main.GetComponent <PostProcessingBehaviour>().profile; bloomSettings = profile.bloom.settings; vignetteSettings = profile.vignette.settings; grainSettings = profile.grain.settings; ResetGrain(); ResetVignette(); }
void Start() { vignette = postProcessing.vignette.settings; currentLanternUses = startingLanternUses; vignette.intensity = 1.0f; postProcessing.vignette.settings = vignette; rb = GetComponent <Rigidbody>(); collider = GetComponent <SphereCollider>(); }
private Color m_BlockEndColor = new Color(0, 0, 0, 1); //The camera block end color // Use this for initialization void Start() { fpc = this.gameObject.GetComponent <FirstPersonController>(); m_CameraImage = m_CameraBlock.GetComponent <Image>(); m_ppProfile = this.GetComponentInChildren <PostProcessingBehaviour>().profile; vignetteSettings = m_ppProfile.vignette.settings; m_StartLocation = this.transform.localPosition; }
private IEnumerator <float> _LerpVignetteColor(VignetteModel.Settings settings, Color col, float dur) { Color startCol = settings.color; for (float t = 0f; t < 1f; t += Timing.DeltaTime / dur) { settings.color = Color.Lerp(startCol, col, t); yield return(Timing.WaitForOneFrame); } settings.color = col; }