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(); }
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)}"); }