void Awake() { noise = Camera.main.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain>(); press = false; t = 0.0f; }
private void OnRenderImage(RenderTexture source, RenderTexture destination) { if (!this.CheckResources() || null == this.noiseTexture) { Graphics.Blit(source, destination); if (null == this.noiseTexture) { Debug.LogWarning("Noise & Grain effect failing as noise texture is not assigned. please assign.", base.transform); } } else { this.softness = Mathf.Clamp(this.softness, 0f, 0.99f); if (this.dx11Grain && this.supportDX11) { this.dx11NoiseMaterial.SetFloat("_DX11NoiseTime", (float)Time.frameCount); this.dx11NoiseMaterial.SetTexture("_NoiseTex", this.noiseTexture); this.dx11NoiseMaterial.SetVector("_NoisePerChannel", (!this.monochrome) ? this.intensities : Vector3.one); this.dx11NoiseMaterial.SetVector("_MidGrey", new Vector3(this.midGrey, 1f / (1f - this.midGrey), -1f / this.midGrey)); this.dx11NoiseMaterial.SetVector("_NoiseAmount", new Vector3(this.generalIntensity, this.blackIntensity, this.whiteIntensity) * this.intensityMultiplier); if (this.softness > Mathf.Epsilon) { RenderTexture temporary = RenderTexture.GetTemporary((int)((float)source.width * (1f - this.softness)), (int)((float)source.height * (1f - this.softness))); NoiseAndGrain.DrawNoiseQuadGrid(source, temporary, this.dx11NoiseMaterial, this.noiseTexture, (!this.monochrome) ? 2 : 3); this.dx11NoiseMaterial.SetTexture("_NoiseTex", temporary); Graphics.Blit(source, destination, this.dx11NoiseMaterial, 4); RenderTexture.ReleaseTemporary(temporary); } else { NoiseAndGrain.DrawNoiseQuadGrid(source, destination, this.dx11NoiseMaterial, this.noiseTexture, (!this.monochrome) ? 0 : 1); } } else { if (this.noiseTexture) { this.noiseTexture.wrapMode = TextureWrapMode.Repeat; this.noiseTexture.filterMode = this.filterMode; } this.noiseMaterial.SetTexture("_NoiseTex", this.noiseTexture); this.noiseMaterial.SetVector("_NoisePerChannel", (!this.monochrome) ? this.intensities : Vector3.one); this.noiseMaterial.SetVector("_NoiseTilingPerChannel", (!this.monochrome) ? this.tiling : (Vector3.one * this.monochromeTiling)); this.noiseMaterial.SetVector("_MidGrey", new Vector3(this.midGrey, 1f / (1f - this.midGrey), -1f / this.midGrey)); this.noiseMaterial.SetVector("_NoiseAmount", new Vector3(this.generalIntensity, this.blackIntensity, this.whiteIntensity) * this.intensityMultiplier); if (this.softness > Mathf.Epsilon) { RenderTexture temporary2 = RenderTexture.GetTemporary((int)((float)source.width * (1f - this.softness)), (int)((float)source.height * (1f - this.softness))); NoiseAndGrain.DrawNoiseQuadGrid(source, temporary2, this.noiseMaterial, this.noiseTexture, 2); this.noiseMaterial.SetTexture("_NoiseTex", temporary2); Graphics.Blit(source, destination, this.noiseMaterial, 1); RenderTexture.ReleaseTemporary(temporary2); } else { NoiseAndGrain.DrawNoiseQuadGrid(source, destination, this.noiseMaterial, this.noiseTexture, 0); } } } }
public void Activate(bool state, bool forceTurnOffCamera = false) { isPlaying = state; // TEMP Transform childTransform = transform.FindChild("toungue"); if (isPlaying == true || forceTurnOffCamera == true) { childTransform.gameObject.SetActive(true); } else { childTransform.gameObject.SetActive(false); } // TEMP if (forceTurnOffCamera == true) { camera.gameObject.SetActive(false); } else { if (GameState.Instance.isPIPEnabled) { camera.gameObject.SetActive(true); if (isPlaying == true) // PIP { camera.depth = 1; camera.rect = new Rect(0.01f, 0.71f, 0.28f, 0.28f); camera.transform.GetChild(0).gameObject.SetActive(false); camera.GetComponent <AudioListener>().enabled = false; } else // 메인 { camera.depth = 0; camera.rect = new Rect(0, 0, 1, 1); camera.transform.GetChild(0).gameObject.SetActive(true); camera.GetComponent <AudioListener>().enabled = true; } } else { camera.gameObject.SetActive(!state); } } UnityStandardAssets.ImageEffects.NoiseAndGrain noise = camera.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain> (); noise.intensityMultiplier = 0f; }
IEnumerator Coroutine_StartNoiseGrain(Camera cam) { Instruction_Switching.Instances [ballCursor].Show(); UnityStandardAssets.ImageEffects.NoiseAndGrain noise = cam.gameObject.GetComponent <UnityStandardAssets.ImageEffects.NoiseAndGrain> (); float start = noise.intensityMultiplier; float starttime = 0f; while (starttime < 1f) { starttime += Time.deltaTime; noise.intensityMultiplier = Mathf.Lerp(start, 7.5f, starttime); yield return(null); } }