void OnEnable() { FogVolumeScreen _target = (FogVolumeScreen)target; List <string> layerMaskList = new List <string>(); for (int i = 0; i < 32; i++) { string layerName = LayerMask.LayerToName(i); if (layerName != "") { if (layerName == _target.FogVolumeLayerName) { layerMaskNameIndex = layerMaskList.Count; } layerMaskList.Add(layerName); } } layerMaskName = layerMaskList.ToArray(); }
public static void GX_Quality_High() { //What about ground fog and cloud settings ? //Update renderer settings FogVolumeRenderer fvRenderer = GameObject.FindObjectOfType <FogVolumeRenderer>(); if (fvRenderer != null) { fvRenderer._Downsample = 2; } //Update screen settings FogVolumeScreen fvScreen = GameObject.FindObjectOfType <FogVolumeScreen>(); if (fvScreen != null) { } }
public override void OnInspectorGUI() { FogVolumeScreen _target = (FogVolumeScreen)target; GUILayout.BeginHorizontal(); EditorGUILayout.LabelField("Density layer"); int newLayerMaskNameIndex = EditorGUILayout.Popup(layerMaskNameIndex, layerMaskName); if (newLayerMaskNameIndex != layerMaskNameIndex) { layerMaskNameIndex = newLayerMaskNameIndex; _target.FogVolumeLayerName = layerMaskName[layerMaskNameIndex]; } GUILayout.EndHorizontal(); // Draw the default inspector DrawDefaultInspector(); EditorGUILayout.HelpBox("Work in progress!", MessageType.None); EditorUtility.SetDirty(target); }
public static void GX_Quality_Low() { //What about ground fog and cloud settings ? GameObject goGroundFog = GameObject.Find("Fog Volume [Ground Fog]"); if (goGroundFog != null) { FogVolume fvGroundFog = goGroundFog.GetComponent <FogVolume>(); if (fvGroundFog != null) { //Make adjustments } } GameObject goClouds = GameObject.Find("Fog Volume [Clouds]"); if (goClouds != null) { FogVolume fvClouds = goClouds.GetComponent <FogVolume>(); if (fvClouds != null) { //Make adjustments } } //Update renderer settings FogVolumeRenderer fvRenderer = GameObject.FindObjectOfType <FogVolumeRenderer>(); if (fvRenderer != null) { fvRenderer._Downsample = 8; fvRenderer._BlendMode = FogVolumeRenderer.BlendMode.PremultipliedTransparency; } //Update screen settings FogVolumeScreen fvScreen = GameObject.FindObjectOfType <FogVolumeScreen>(); if (fvScreen != null) { } }
public static void GX_Setup_AddPostEffects() { //Update renderer settings to dampen things down a bit for newcomers FogVolumeRenderer fvRenderer = GameObject.FindObjectOfType <FogVolumeRenderer>(); if (fvRenderer != null) { fvRenderer._Downsample = 3; fvRenderer._BlendMode = FogVolumeRenderer.BlendMode.PremultipliedTransparency; fvRenderer.GenerateDepth = false; } //Add screen if missing FogVolumeScreen fvScreen = GameObject.FindObjectOfType <FogVolumeScreen>(); if (fvScreen == null && Camera.main != null) { fvScreen = Camera.main.gameObject.AddComponent <FogVolumeScreen>(); fvScreen.Downsample = 3; fvScreen.iterations = 3; fvScreen.blurSpread = 0.2f; } }