private void OnEnable() { this.m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); this.m_MaterialFactory = new MaterialFactory(); this.m_RenderTextureFactory = new RenderTextureFactory(); this.m_Context = new PostProcessingContext(); this.m_Components = new List <PostProcessingComponentBase>(); this.m_DebugViews = this.AddComponent <BuiltinDebugViewsComponent>(new BuiltinDebugViewsComponent()); this.m_AmbientOcclusion = this.AddComponent <AmbientOcclusionComponent>(new AmbientOcclusionComponent()); this.m_ScreenSpaceReflection = this.AddComponent <ScreenSpaceReflectionComponent>(new ScreenSpaceReflectionComponent()); this.m_FogComponent = this.AddComponent <FogComponent>(new FogComponent()); this.m_MotionBlur = this.AddComponent <MotionBlurComponent>(new MotionBlurComponent()); this.m_Taa = this.AddComponent <TaaComponent>(new TaaComponent()); this.m_EyeAdaptation = this.AddComponent <EyeAdaptationComponent>(new EyeAdaptationComponent()); this.m_DepthOfField = this.AddComponent <DepthOfFieldComponent>(new DepthOfFieldComponent()); this.m_Bloom = this.AddComponent <BloomComponent>(new BloomComponent()); this.m_ChromaticAberration = this.AddComponent <ChromaticAberrationComponent>(new ChromaticAberrationComponent()); this.m_ColorGrading = this.AddComponent <ColorGradingComponent>(new ColorGradingComponent()); this.m_UserLut = this.AddComponent <UserLutComponent>(new UserLutComponent()); this.m_Grain = this.AddComponent <GrainComponent>(new GrainComponent()); this.m_Vignette = this.AddComponent <VignetteComponent>(new VignetteComponent()); this.m_Dithering = this.AddComponent <DitheringComponent>(new DitheringComponent()); this.m_Fxaa = this.AddComponent <FxaaComponent>(new FxaaComponent()); this.m_ComponentStates = new Dictionary <PostProcessingComponentBase, bool>(); foreach (PostProcessingComponentBase base2 in this.m_Components) { this.m_ComponentStates.Add(base2, false); } base.useGUILayout = false; }
void OnEnable() { m_CommandBuffers = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >(); m_MaterialFactory = new MaterialFactory(); m_RenderTextureFactory = new RenderTextureFactory(); m_Context = new PostProcessingContext(); // Keep a list of all post-fx for automation purposes m_Components = new List <PostProcessingComponentBase>(); // Component list m_DebugViews = AddComponent(new BuiltinDebugViewsComponent()); m_AmbientOcclusion = AddComponent(new AmbientOcclusionComponent()); m_ScreenSpaceReflection = AddComponent(new ScreenSpaceReflectionComponent()); m_FogComponent = AddComponent(new FogComponent()); m_MotionBlur = AddComponent(new MotionBlurComponent()); m_Taa = AddComponent(new TaaComponent()); m_EyeAdaptation = AddComponent(new EyeAdaptationComponent()); m_DepthOfField = AddComponent(new DepthOfFieldComponent()); m_Bloom = AddComponent(new BloomComponent()); m_ChromaticAberration = AddComponent(new ChromaticAberrationComponent()); m_ColorGrading = AddComponent(new ColorGradingComponent()); m_UserLut = AddComponent(new UserLutComponent()); m_Grain = AddComponent(new GrainComponent()); m_Vignette = AddComponent(new VignetteComponent()); m_Dithering = AddComponent(new DitheringComponent()); m_Fxaa = AddComponent(new FxaaComponent()); // Prepare state observers m_ComponentStates = new Dictionary <PostProcessingComponentBase, bool>(); foreach (var component in m_Components) { m_ComponentStates.Add(component, false); } useGUILayout = false; }