private void Start() { Application.targetFrameRate = 60; StartCoroutine(FadeOutTransition()); // Starting the game from the title/start menu m_currentState = GameState.START; m_dialogueWriter = GetComponent <DialogueWriter>(); m_audioSource = GetComponent <AudioSource>(); m_mainCameraTransform = Camera.main.transform; // Initializing everything needed // GetComponentsInChildren<CrackArea>(m_allCrackArea); m_fixingTool = FindObjectOfType <FixingTool>(); // Instantiating post process profile to modify it at runtime // in case it's not yet fully optimal like described here // https://github.com/Unity-Technologies/PostProcessing/wiki/(v1)-Runtime-post-processing-modification var postBehavior = FindObjectOfType <UnityEngine.PostProcessing.PostProcessingBehaviour>(); m_postProfile = Instantiate(postBehavior.profile); postBehavior.profile = m_postProfile; //m_postProfile.motionBlur.enabled = false; }
private void ShowInventory(bool show) { InventoryUI.ShowInventory(show); ChatUI.HideChat(show); UnityEngine.PostProcessing.PostProcessingProfile profile = PlayerCamera.instance.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>().profile; profile.depthOfField.enabled = show; }
void OnEnable() { ppb = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour> (); profile = Instantiate(ppb.profile); ppb.profile = profile; ppb.profile.ambientOcclusion.enabled = QualitySettings.GetQualityLevel() > 3; ppb.profile.bloom.enabled = QualitySettings.GetQualityLevel() > 2; }
void Start() { profile = Camera.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>().profile; DOFModel = profile.depthOfField; CGModel = profile.colorGrading; DOFModel.enabled = false; CGModel.enabled = false; DOFsetting = DOFModel.settings; CGsetting = CGModel.settings; }
// Use this for initialization void Start() { dl = GameObject.FindGameObjectWithTag("DrawListener").GetComponent <DrawListener>(); cam = Camera.main; camController = cam.gameObject.GetComponent <CameraController>(); nextCheckForDeathPaths = checkForDeadPaths; riders.AddRange(GameObject.FindGameObjectsWithTag("Player")); postProc = cam.gameObject.GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>(); deathProfile = (UnityEngine.PostProcessing.PostProcessingProfile)Instantiate(Resources.Load("Profiles/DeathProfile")); // Determine camera bounds upperXBound = cam.gameObject.transform.position.x + (cam.orthographicSize * Screen.width / Screen.height); lowerXBound = cam.gameObject.transform.position.x - (cam.orthographicSize * Screen.width / Screen.height); upperYBound = cam.gameObject.transform.position.y + cam.orthographicSize; lowerYBound = cam.gameObject.transform.position.y - cam.orthographicSize; }
// Use this for initialization void Start() { prof = GetComponent <UnityEngine.PostProcessing.PostProcessingBehaviour>().profile; cam = GetComponent <Camera>(); }
void OnPreCull() { // All the per-frame initialization logic has to be done in OnPreCull instead of Update // because [ImageEffectAllowedInSceneView] doesn't trigger Update events... if (profile == null) { return; } m_Camera = GetComponent <Camera>(); #if UNITY_EDITOR // Track the scene view camera to disable some effects we don't want to see in the // scene view // Currently disabled effects : // - Temporal Antialiasing // - Depth of Field // - Motion blur // - Grain m_RenderingInSceneView = UnityEditor.SceneView.currentDrawingSceneView != null && UnityEditor.SceneView.currentDrawingSceneView.camera == m_Camera; #endif // Prepare context var context = m_Context.Reset(); context.profile = profile; context.renderTextureFactory = m_RenderTextureFactory; context.materialFactory = m_MaterialFactory; context.camera = m_Camera; // Prepare components m_DebugViews.Init(context, profile.debugViews); m_AmbientOcclusion.Init(context, profile.ambientOcclusion); m_ScreenSpaceReflection.Init(context, profile.screenSpaceReflection); m_DepthOfField.Init(context, profile.depthOfField); m_MotionBlur.Init(context, profile.motionBlur); m_Taa.Init(context, profile.antialiasing); m_EyeAdaptation.Init(context, profile.eyeAdaptation); m_Bloom.Init(context, profile.bloom); m_ChromaticAberration.Init(context, profile.chromaticAberration); m_ColorGrading.Init(context, profile.colorGrading); m_UserLut.Init(context, profile.userLut); m_Grain.Init(context, profile.grain); m_Vignette.Init(context, profile.vignette); m_Fxaa.Init(context, profile.antialiasing); // Handles profile change and 'enable' state observers if (m_PreviousProfile != profile) { DisableComponents(); m_PreviousProfile = profile; } CheckObservers(); // Find out which camera flags are needed before rendering begins // Note that motion vectors will only be available one frame after being enabled var flags = DepthTextureMode.None; foreach (var component in m_Components) { if (component.active) { flags |= component.GetCameraFlags(); } } context.camera.depthTextureMode = flags; // Temporal antialiasing jittering, needs to happen before culling #if UNITY_EDITOR if (!m_RenderingInSceneView) #endif if (m_Taa.active && !profile.debugViews.willInterrupt) { m_Taa.SetProjectionMatrix(); } }
public void ChangePostProcessingProfile(PostProcessingProfile _profile) { profile = _profile; }