コード例 #1
0
        public void OnStart()
        {
            MainDir = new DirectoryInfo(Environment.CurrentDirectory);
            PPTDir  = MainDir.CreateSubdirectory("UserData\\PostProcessingToolkit");

            Harmony = new Harmony("com.tonimacaroni.postprocessingtoolkit");
            Harmony.PatchAll(Assembly.GetExecutingAssembly());
            LoadShader();
            GameplaySetup.instance.AddTab("Post", "PostProcessingToolkit.resources.setup.bsml", new SetupUI());
            PostProcessLoader.Create();
            LUTDatabase.LoadTextures();
        }
コード例 #2
0
        void Start()
        {
            Material = new Material(Plugin.PostShader);

            Saturation     = new FloatMatProp(Material, nameof(Saturation));
            Vignette       = new FloatMatProp(Material, nameof(Vignette));
            Posterize      = new FloatMatProp(Material, nameof(Posterize));
            PosterizePower = new FloatMatProp(Material, nameof(PosterizePower));
            Rain           = new FloatMatProp(Material, nameof(Rain));
            ColorShift     = new ColorMatProp(Material, nameof(ColorShift));
            LUTStength     = new FloatMatProp(Material, nameof(LUTStength));
            LUTTexture     = new TexMatProp(Material, nameof(LUTTexture));
            //LUTTexture = new TexMatProp(Material, "smth");
            //{Prop definition}

            Saturation.Value     = PluginConfig.Instance.Saturation;
            Vignette.Value       = PluginConfig.Instance.Vignette;
            Posterize.Value      = PluginConfig.Instance.Posterize;
            PosterizePower.Value = PluginConfig.Instance.PosterizePower;
            Rain.Value           = PluginConfig.Instance.Rain;
            ColorShift.Value     = PluginConfig.Instance.ColorShift.ToColor();
            LUTStength.Value     = PluginConfig.Instance.LUTStrength;
            var lutTexture = LUTDatabase.FindLut(PluginConfig.Instance.LUTName);

            if (lutTexture == null)
            {
                LUTStength.Value = 0;
            }
            LUTTexture.Value = lutTexture;
            //Material.SetTexture("_LUTTexture", Plugin.LUT);
            //{Prop config}

            Material.SetTexture("_RainTex", Plugin.LoadResourceTexture("PostProcessingToolkit.resources.rain.png"));

            Plugin.Log.Debug($"Initialized {nameof(PostProcessLoader)}");
        }