public void Apply(int pass) { shaderParams.Set(brightThresholdKey, BrightThreshold); shaderParams.Set(inversedGammaCorrectionKey, InversedGammaCorrection); PlatformRenderer.SetBlendState(disabledBlendingState); PlatformRenderer.SetShaderProgram(BloomShaderProgram.GetInstance()); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(stepKey, Step); shaderParams.Set(sharpnessKey, new Vector3(Strength, Strength * 0.25f, Limit)); PlatformRenderer.SetBlendState(!Opaque ? Blending.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(SharpenShaderProgram.GetInstance(Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(texelStepKey, TexelStep); shaderParams.Set(amountKey, new Vector4(LumaTreshold, 0.25f / MulReduce, 1f / MinReduce, MaxSpan)); PlatformRenderer.SetBlendState(!Opaque ? Blending.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(FXAAShaderProgram.GetInstance(Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(stepKey, Dir * Radius * Step); shaderParams.Set(alphaCorrectionKey, 1f / AlphaCorrection); PlatformRenderer.SetBlendState(!Opaque ? Blending.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(BlurShaderProgram.GetInstance(BlurShaderId, Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(hslKey, HSL); shaderParams.Set(brightnessKey, Brightness); shaderParams.Set(contrastKey, Contrast); PlatformRenderer.SetBlendState(!Opaque ? Blending.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(ColorCorrectionShaderProgram.GetInstance(RequiredBrightnessContrastProcess, RequiredHSLProcess, Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(brightThresholdKey, BrightThreshold); shaderParams.Set(darkThresholdKey, DarkThreshold); shaderParams.Set(softLightKey, SoftLight); PlatformRenderer.SetBlendState(!Opaque ? Blending.Alpha.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(NoiseShaderProgram.GetInstance(Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(radiusKey, Radius); shaderParams.Set(softnessKey, Softness); shaderParams.Set(uv1Key, UV1); shaderParams.Set(uvOffsetKey, UVOffset); shaderParams.Set(colorKey, Color.ToVector4()); PlatformRenderer.SetBlendState(Blending.GetBlendState()); PlatformRenderer.SetShaderProgram(VignetteShaderProgram.GetInstance()); PlatformRenderer.SetShaderParams(shaderParamsArray); }
public void Apply(int pass) { shaderParams.Set(amountKey, new Vector4(ChromaticAberration * Red, ChromaticAberration * Green, ChromaticAberration * Blue, BarrelPincushion)); PlatformRenderer.SetBlendState(!Opaque ? Blending.GetBlendState() : disabledBlendingState); PlatformRenderer.SetShaderProgram(DistortionShaderProgram.GetInstance(Opaque)); PlatformRenderer.SetShaderParams(shaderParamsArray); }
private ColorfulTextMaterial(Blending blending, int styleIndex) { colorIndex = ShaderPrograms.ColorfulTextShaderProgram.StyleIndexToColorIndex(styleIndex); blendState = blending.GetBlendState(); shaderParams = new ShaderParams(); shaderParams.Set(shaderParams.GetParamKey <float>("colorIndex"), colorIndex); shaderParamsArray = new[] { Renderer.GlobalShaderParams, shaderParams }; }
public void Apply(int pass) { shaderParams.Set(phaseKey, Phase * Mathf.TwoPi); shaderParams.Set(frequencyKey, Frequency); shaderParams.Set(pivotKey, Pivot); shaderParams.Set(amplitudeKey, Amplitude); shaderParams.Set(uv0Key, UV0); shaderParams.Set(uv1Key, UV1); PlatformRenderer.SetBlendState(Blending.GetBlendState()); PlatformRenderer.SetShaderProgram(WaveShaderProgram.GetInstance(Type, IsClamped)); PlatformRenderer.SetShaderParams(shaderParamsArray); }