// Start is called before the first frame update void Start() { m_CinemachinePostProcessing = vcam.GetComponent <CinemachinePostProcessing>(); //Debug.Log($"{m_CinemachinePostProcessing.Profile.GetSetting<DepthOfField>()}"); m_Dof = m_CinemachinePostProcessing.Profile.GetSetting <DepthOfField>(); }
// Start is called before the first frame update void Start() { m_CinemachinePostProcessing = this.gameObject.AddComponent <CinemachinePostProcessing>(); m_CinemachinePostProcessing.m_FocusTracksTarget = true; m_CinemachinePostProcessing.m_Profile = profile; }
private void Awake() { volume = gameObject.GetComponent <CinemachinePostProcessing>(); volume.m_Profile = volume.Profile.Clone(); volume.Profile.TryGetSettings(out depthOfField); volume.Profile.TryGetSettings(out chromaticAberration); playerDeathEventChannel = Finder.PlayerDeathEventChannel; levelCompletedEventChannel = Finder.LevelCompletedEventChannel; timelineChangedEventChannel = Finder.TimelineChangedEventChannel; timelineController = Finder.TimelineController; timeFreezeEventChannel = Finder.TimeFreezeEventChannel; timeFreezeWarningEventChannel = Finder.TimeFreezeWarningEventChannel; timeFreezeController = Finder.TimeFreezeController; }
static EditorInitialize() { #if TEMP_FIX // We have PPv2 CinemachinePostProcessing.InitializeModule(); #else // Check for PostProcessing V1. Define symbol if we have it. if (Cinemachine.Utility.ReflectionHelpers.TypeIsDefined("UnityEngine.PostProcessing.PostProcessingBehaviour")) { if (Cinemachine.Editor.ScriptableObjectUtility.AddDefineForAllBuildTargets("UNITY_POST_PROCESSING_STACK_V1")) { string path = Cinemachine.Editor.ScriptableObjectUtility.CinemachineInstallAssetPath + "/PostFX/CinemachinePostFX.cs"; UnityEditor.AssetDatabase.ImportAsset(path, UnityEditor.ImportAssetOptions.ForceUpdate); } } #if UNITY_POST_PROCESSING_STACK_V1 // We have PPv1 CinemachinePostFX.InitializeModule(); #endif #endif }
// Start is called before the first frame update void Start() { m_CinemachinePostProcessing = GetComponent <CinemachinePostProcessing>(); dof = m_CinemachinePostProcessing.Profile.GetSetting <DepthOfField>(); }