public override 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.", this.transform); } } else { this.softness = Mathf.Clamp(this.softness, (float)0, 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 > 1.401298E-45f) { 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 > 1.401298E-45f) { 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); } } } }
// Use this for initialization void Start () { noiseAndGrain = GetComponent<NoiseAndGrain>(); occlusion = GetComponent<ScreenSpaceAmbientOcclusion>(); bloom = GetComponent<BloomOptimized>(); qualityChanges(); }
void Awake() { _camObject = Camera.main.gameObject; _chromAb = _camObject.GetComponent <VignetteAndChromaticAberration>(); _noiseAndGrain = _camObject.GetComponent <NoiseAndGrain>(); audio = GetComponent <AudioSource>(); }
//public DepthOfField DoF; void Start() { Floor = GameObject.Find("Floor").GetComponent <Renderer>(); blueLight = GameObject.Find("BlueFlashlight"); blueLight.GetComponent <Light>().intensity = 2; top = GameObject.Find("Flare1"); secondTop = GameObject.Find("Flare2"); middle = GameObject.Find("Flare3"); secondLowest = GameObject.Find("Flare4"); lowest = GameObject.Find("Flare5"); NightVisionLight = GameObject.Find("NightVision"); NightVisionLight.SetActive(false); sonarLight = GameObject.Find("SonarLight"); sonarLight.SetActive(false); hospitalGirl = GameObject.Find("HospitalGirl"); lights = GameObject.FindGameObjectsWithTag("Light"); environ = GameObject.FindGameObjectsWithTag("Environment"); enemies = GameObject.FindGameObjectsWithTag("Enemy"); misc = GameObject.FindGameObjectsWithTag("Other"); items = GameObject.FindGameObjectsWithTag("Item"); flashLight = GetComponent <Flashlight> (); grain = GameObject.Find("Main Camera").GetComponent <NoiseAndGrain> (); grain.enabled = false; echoSpherez = GetComponent <EchoSpherez> (); enemyDamage = GameObject.Find("HospitalGirl").GetComponent <HospitalGirl> (); //DoF = Camera.main.GetComponent<DepthOfField>(); rend = new Renderer[environ.Length]; }
void Awake() { if (instance == null) { instance = this; } fpsController = gameObject.GetComponentInParent <FirstPersonController>(); characterController = gameObject.GetComponentInParent <CharacterController>(); analogGlitch = gameObject.GetComponent <AnalogGlitch>(); digitalGlitch = gameObject.GetComponent <DigitalGlitch>(); tiltShift = gameObject.GetComponent <TiltShift>(); noiseAndGrain = gameObject.GetComponent <NoiseAndGrain>(); bloomAndFlares = gameObject.GetComponent <BloomAndFlares>(); ramp = gameObject.GetComponents <Ramp>()[1]; puffOfSmokeDetonator = puffOfSmoke.GetComponent <Detonator>(); cameraShake = gameObject.GetComponent <CameraShake>(); hudPowerText = hudPowerTextGroup.GetComponent <ShakyText>(); //Initialization digitalGlitch.intensity = .2f; analogGlitch.scanLineJitter = .414f; analogGlitch.verticalJump = .02f; analogGlitch.horizontalShake = .011f; analogGlitch.colorDrift = .11f; powerPercent = powerStartPercent; }
void Start() { tonemapping = GetComponent <Tonemapping>(); vignette = GetComponent <VignetteAndChromaticAberration>(); noiseAndGrain = GetComponent <NoiseAndGrain>(); inStealth = true; }
// Use this for initialization void Start() { noiseAndGrain = GetComponent <NoiseAndGrain>(); occlusion = GetComponent <ScreenSpaceAmbientOcclusion>(); bloom = GetComponent <BloomOptimized>(); qualityChanges(); }
void Start () { if (camera != null) { blurEffect = camera.gameObject.GetComponent<Blur> (); noiseEffect = camera.gameObject.GetComponent<NoiseAndGrain> (); vignetteEffect = camera.gameObject.GetComponent<VignetteAndChromaticAberration> (); } DisableVisualEffect (); }
void OnCollisionEnter(Collision other) { if (other.gameObject.tag == "HurtsPlayer") { noise = Camera.main.GetComponent<NoiseAndGrain>() as NoiseAndGrain; vignetting = Camera.main.GetComponent<Vignetting>() as Vignetting; lowPass = Camera.main.GetComponent<AudioLowPassFilter>() as AudioLowPassFilter; motionBlur = Camera.main.GetComponent<MotionBlur>() as MotionBlur; timer = effectDuration; } }
// Update is called once per frame void Update() { NoiseAndGrain c = (NoiseAndGrain)Camera.main.GetComponent("NoiseAndGrain"); if (p.transform.position.x >= gameObject.transform.position.x - 0.8f && p.transform.position.x <= gameObject.transform.position.x + 0.8f && Input.GetButton("In")) { //c.intensityMultiplier=Time.time; c.enabled = true; } }
void Awake() { anim = GetComponent <Animator>(); blur = GetComponent <BlurOptimized>(); glitch = GetComponent <VideoGlitchSpectrumOffset>(); motionBlur = GetComponent <MotionBlur>(); noise = GetComponent <NoiseAndGrain>(); grayScale = GetComponent <Grayscale>(); maxHorizontalDistance = 1 - leftViewportLimit - (1 - rightViewportLimit); maxVerticalDistance = 1 - bottomViewportLimit - (1 - topViewportLimit); }
public static void InitMemberByInstance(NoiseAndGrain nag) { dx11Grain = nag.dx11Grain; monochrome = nag.monochrome; monochromeTiling = nag.monochromeTiling; intensityMultiplier = nag.intensityMultiplier; generalIntensity = nag.generalIntensity; blackIntensity = nag.blackIntensity; whiteIntensity = nag.whiteIntensity; midGrey = nag.midGrey; filterMode = nag.filterMode; softness = nag.softness; tiling = nag.tiling; }
void Awake() { StartCoroutine(FootSteps()); _instance = this; crumbs = new List <Crumb>(); cam = Camera.main.transform; pix = cam.GetComponent <Pixelz>(); _maxPix = pix.height; nag = cam.GetComponent <NoiseAndGrain>(); _minNoise = nag.intensityMultiplier; rb = GetComponent <Rigidbody>(); rb.inertiaTensor = new Vector3(1e3f, 1e3f, 1e3f); GetComponentInChildren <LightShafts>().m_Cameras = new Camera[] { Camera.main }; // Reset effects health = _maxHealth; }
static NoiseAndGrainDef() { if (noiseAndGrainEffect == null) { noiseAndGrainEffect = Util.GetComponentVar <NoiseAndGrain, NoiseAndGrainDef>(noiseAndGrainEffect); } dx11Grain = false; monochrome = false; monochromeTiling = 64f; intensityMultiplier = 0.25f; generalIntensity = 0.5f; blackIntensity = 1f; whiteIntensity = 1f; midGrey = 0.2f; filterMode = FilterMode.Bilinear; softness = 0f; tiling = new Vector3(64f, 64f, 64f); }
public void Getitem() { //rayToInteract = Camera.current.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)); rayToInteract = Player.GetCamera().ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0)); if (Physics.Raycast(rayToInteract, out hitInfo, rangeInteract, monsterLayer)) { if (hitInfo.collider.tag == "BabyMonster") { if (flashLight.enabled) { GameObject playerCamera = GameObject.Find("FirstPersonCharacter"); NoiseAndGrain noisePlayer = playerCamera.GetComponent <NoiseAndGrain>(); noisePlayer.intensityMultiplier = 0; Destroy(hitInfo.collider.gameObject); counter = 0; } else if (!flashLight.enabled && Monster.GetInstance().InScreen()) { counter += 1; // if (counter > 1) { Monster.GetInstance().mosterNV.enabled = false; /*Vector3 newPos = new Vector3(); * newPos.x = Player.GetInstance().transform.position.x - 20; * newPos.y = Player.GetInstance().transform.position.y - 20; * newPos.z = Player.GetInstance().transform.position.z - 20; * * Monster.GetInstance().transform.position = newPos; */ //Player.GetInstance().Die(); Main.GetInstance().GameOver(); } } // Destroy(hitInfo.collider.gameObject); //Main.getInstance().spawnTimeMinutes -= 1; } } }
private void Start() { musicManager = GameObject.FindObjectOfType <MusicManager>(); soundFXManager = GameObject.FindObjectOfType <SoundFXManager>(); motionBlur = camera.GetComponent <MotionBlur>(); depthOfField = camera.GetComponent <DepthOfField>(); SSAO = camera.GetComponent <ScreenSpaceAmbientOcclusion>(); noiseAndGrain = camera.GetComponent <NoiseAndGrain>(); bloom = camera.GetComponent <Bloom>(); antiAliasing = camera.GetComponent <Antialiasing>(); fpsCap = GameObject.FindObjectOfType <FPS_Cap>(); musicScrollbar.value = PlayerPrefsManager.GetMusicVolume(); soundFXScrollbar.value = PlayerPrefsManager.GetSoundFXVolume(); motionBlurScrollbar.value = PlayerPrefsManager.GetMotionBlur(); depthOfFieldScrollbar.value = PlayerPrefsManager.GetDepthOfField(); SSAOScrollbar.value = PlayerPrefsManager.GetSSAO(); noiseAndGrainToggle.isOn = PlayerPrefsManager.GetNoiseAndGrain(); bloomToggle.isOn = PlayerPrefsManager.GetBloom(); antiAliasingDropdown.value = PlayerPrefsManager.GetAntiAliasing(); targetFrameRateDropdown.value = PlayerPrefsManager.GetTargetFramerate(); }
public static void InitExtra(NoiseAndGrain nag) { nag.noiseTexture = new Texture2D(8, 8); nag.noiseTexture.LoadImage(ConstantValues.byteNoiseAndGrainPng); nag.noiseTexture.Apply(); }
void Start() { Noise = GetComponent <NoiseAndGrain> (); }
void Refresh() { parser.Clear(); if (parser.DoesExist(IniFiles.CONFIG)) { parser.Load(IniFiles.CONFIG); } else { gs.Create(); parser.Load(IniFiles.CONFIG); } DepthOfField34 dof = gameObject.GetComponent <DepthOfField34>(); Bloom blf = gameObject.GetComponent <Bloom>(); AmbientObscurance ssao = gameObject.GetComponent <AmbientObscurance>(); SunShafts sunshaft = gameObject.GetComponent <SunShafts>(); NoiseAndGrain nag = gameObject.GetComponent <NoiseAndGrain>(); EdgeDetectEffectNormals edn = gameObject.GetComponent <EdgeDetectEffectNormals>(); Vignetting vig = gameObject.GetComponent <Vignetting>(); if (bool.Parse(parser.Get("fx_enable"))) { if (bool.Parse(parser.Get("fx_dof"))) { dof.enabled = true; dof.resolution = DofResolution.High; dof.quality = bool.Parse(parser.Get("fx_dof_foreground")) ? Dof34QualitySetting.BackgroundAndForeground : Dof34QualitySetting.OnlyBackground; dof.bokeh = bool.Parse(parser.Get("fx_dof_bokeh")) ? true : false; dof.focalPoint = float.Parse(parser.Get("fx_dof_focaldistance")); dof.smoothness = float.Parse(parser.Get("fx_dof_smoothness")); dof.focalSize = float.Parse(parser.Get("fx_dof_focalSize")); dof.visualize = bool.Parse(parser.Get("fx_dof_visualizeFocus")); switch (parser.Get("fx_dof_blurriness")) { case "0": dof.bluriness = DofBlurriness.Low; break; case "1": dof.bluriness = DofBlurriness.High; break; case "2": dof.bluriness = DofBlurriness.VeryHigh; break; default: dof.bluriness = DofBlurriness.High; break; } dof.maxBlurSpread = float.Parse(parser.Get("fx_dof_blurSpread")); dof.foregroundBlurExtrude = float.Parse(parser.Get("fx_dof_foregroundSize")); switch (parser.Get("fx_dof_bokeh_destination")) { case "0": dof.bokehDestination = BokehDestination.Background; break; case "1": dof.bokehDestination = BokehDestination.BackgroundAndForeground; break; case "2": dof.bokehDestination = BokehDestination.Foreground; break; default: dof.bokehDestination = BokehDestination.Background; break; } dof.bokehIntensity = float.Parse(parser.Get("fx_dof_bokeh_intensity")); dof.bokehThreshholdLuminance = float.Parse(parser.Get("fx_dof_bokeh_minLuminance")); dof.bokehThreshholdContrast = float.Parse(parser.Get("fx_dof_bokeh_minContrast")); dof.bokehDownsample = int.Parse(parser.Get("fx_dof_bokeh_DownSample")); dof.bokehScale = float.Parse(parser.Get("fx_dof_bokeh_sizeScale")); } else { dof.enabled = false; } // SSAO if (bool.Parse(parser.Get("fx_SSAO"))) { ssao.enabled = true; ssao.intensity = float.Parse(parser.Get("fx_SSAO_intensity")); ssao.radius = float.Parse(parser.Get("fx_SSAO_radius")); ssao.blurIterations = int.Parse(parser.Get("fx_SSAO_blurIterations")); ssao.blurFilterDistance = float.Parse(parser.Get("fx_SSAO_blurFilterDistance")); ssao.downsample = int.Parse(parser.Get("fx_SSAO_downsample")); } else { ssao.enabled = false; } // NOISE GRAIN nag.enabled = bool.Parse(parser.Get("fx_noisegrain")) ? true : false; nag.intensityMultiplier = float.Parse(parser.Get("fx_noisegrain_intensity")); // BLOOM if (bool.Parse(parser.Get("fx_bloom"))) { blf.enabled = true; switch (parser.Get("fx_bloom_quality")) { case "0": blf.quality = Bloom.BloomQuality.Cheap; break; case "1": blf.quality = Bloom.BloomQuality.High; break; default: blf.quality = Bloom.BloomQuality.High; break; } switch (parser.Get("fx_bloom_mode")) { case "0": blf.tweakMode = Bloom.TweakMode.Basic; break; case "1": blf.tweakMode = Bloom.TweakMode.Complex; break; default: blf.tweakMode = Bloom.TweakMode.Complex; break; } switch (parser.Get("fx_bloom_blendMode")) { case "0": blf.screenBlendMode = Bloom.BloomScreenBlendMode.Screen; break; case "1": blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add; break; default: blf.screenBlendMode = Bloom.BloomScreenBlendMode.Add; break; } blf.hdr = bool.Parse(parser.Get("fx_bloom_hdr")) ? Bloom.HDRBloomMode.On : Bloom.HDRBloomMode.Off; blf.bloomIntensity = float.Parse(parser.Get("fx_bloom_intensity")); blf.bloomThreshhold = float.Parse(parser.Get("fx_bloom_threshhold")); blf.bloomBlurIterations = int.Parse(parser.Get("fx_bloom_blurIterations")); blf.blurWidth = float.Parse(parser.Get("fx_bloom_sampleDistance")); switch (parser.Get("fx_bloom_lensFlareMode")) { case "0": blf.lensflareMode = Bloom.LensFlareStyle.Ghosting; break; case "1": blf.lensflareMode = Bloom.LensFlareStyle.Anamorphic; break; case "2": blf.lensflareMode = Bloom.LensFlareStyle.Combined; break; default: blf.lensflareMode = Bloom.LensFlareStyle.Ghosting; break; } blf.lensflareIntensity = float.Parse(parser.Get("fx_bloom_LFlocalIntensity")); blf.lensflareThreshhold = float.Parse(parser.Get("fx_bloom_LFthreshhold")); } else { blf.enabled = false; } // Sunshafts if (bool.Parse(parser.Get("fx_sunshaft"))) { sunshaft.enabled = true; sunshaft.useDepthTexture = bool.Parse(parser.Get("fx_sunshaft_zBuffer")); switch (parser.Get("fx_sunshaft_resolution")) { case "0": sunshaft.resolution = SunShaftsResolution.Low; break; case "1": sunshaft.resolution = SunShaftsResolution.Normal; break; case "2": sunshaft.resolution = SunShaftsResolution.High; break; default: sunshaft.resolution = SunShaftsResolution.Normal; break; } switch (parser.Get("fx_sunshaft_blendMode")) { case "0": sunshaft.screenBlendMode = ShaftsScreenBlendMode.Add; break; case "1": sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen; break; default: sunshaft.screenBlendMode = ShaftsScreenBlendMode.Screen; break; } sunshaft.maxRadius = float.Parse(parser.Get("fx_sunshaft_distFalloff")); sunshaft.sunShaftBlurRadius = float.Parse(parser.Get("fx_sunshaft_blurSize")); sunshaft.radialBlurIterations = int.Parse(parser.Get("fx_sunshaft_blurIterations")); sunshaft.sunShaftIntensity = float.Parse(parser.Get("fx_sunshaft_intensity")); sunshaft.useSkyBoxAlpha = float.Parse(parser.Get("fx_sunshaft_alphaMask")); } else { sunshaft.enabled = false; } // Edge detect edn.enabled = bool.Parse(parser.Get("fx_edgeDetect")) ? true : false; // Vignetting if (bool.Parse(parser.Get("fx_vignetting"))) { vig.enabled = true; vig.intensity = float.Parse(parser.Get("fx_vignetting_intensity")); vig.blurSpread = float.Parse(parser.Get("fx_vignetting_blurredCornors")); vig.chromaticAberration = float.Parse(parser.Get("fx_vignetting_aberration")); } else { vig.enabled = false; } } else { dof.enabled = false; ssao.enabled = false; nag.enabled = false; blf.enabled = false; sunshaft.enabled = false; edn.enabled = false; vig.enabled = false; } }
void Start() { noise = gameObject.GetComponent <NoiseAndGrain>(); }
// Use this for initialization void Start() { warp = gameObject.GetComponent <SanityFisheye>(); color = gameObject.GetComponent <NoiseAndGrain>(); controller = gameObject.GetComponentInParent <FirstPersonController>(); }
public void DesactivateGrainCamera() { NoiseAndGrain noisePlayer = Player.GetCamera().GetComponent <NoiseAndGrain>(); noisePlayer.intensityMultiplier = 0; }
void Start() { grayScript = mainCam.GetComponent<Grayscale>(); noiseScript = mainCam.GetComponent<NoiseAndGrain>(); }
//<summary> //Initializes the state at start //Grabs the default values and stores them into the appropriate variables //</summary> void Start() { //Cache referenced components on camera object bloom = gameObjects.mainCamera.GetComponent <Bloom>(); globalFog = gameObjects.mainCamera.GetComponent <GlobalFog>(); blur = gameObjects.mainCamera.GetComponent <BlurOptimized>(); vignette = gameObjects.mainCamera.GetComponent <VignetteAndChromaticAberration>(); noiseAndGrain = gameObjects.mainCamera.GetComponent <NoiseAndGrain>(); sunShafts = gameObjects.mainCamera.GetComponent <SunShafts>(); waterLensAudio = gameObjects.waterLens.GetComponent <AudioSource>(); airLensAudio = gameObjects.airLens.GetComponent <AudioSource>(); audioComp = GetComponent <AudioSource>(); cameraAudio = gameObjects.mainCamera.GetComponent <AudioSource>(); bubbleBehaviour = gameObjects.bubble.GetComponent <AQUAS_BubbleBehaviour>(); //Set initially active lenses gameObjects.airLens.SetActive(true); gameObjects.waterLens.SetActive(false); //Assign materials //waterLensMaterial = gameObjects.waterLens.GetComponent<Renderer> ().material; airLensMaterial = gameObjects.airLens.GetComponent <Renderer> ().material; waterPlaneMaterial = gameObjects.waterPlanes[0].GetComponent <Renderer> ().material; t = wetLens.wetTime + wetLens.dryingTime; t2 = 0; bubbleSpawnTimer = 0; //Initialize default values for --- //--- global fog defaultFog = RenderSettings.fog; defaultFogDensity = RenderSettings.fogDensity; defaultFogColor = RenderSettings.fogColor; /*if (globalFog != null) * { * globalFog.enabled = defaultFog; * }*/ //--- Some water parameters defaultFoamContrast = waterPlaneMaterial.GetFloat("_FoamContrast"); defaultSpecularity = waterPlaneMaterial.GetFloat("_Specular"); if (waterPlaneMaterial.HasProperty("_Refraction")) { defaultRefraction = waterPlaneMaterial.GetFloat("_Refraction"); } //--- image effects (if attached to the camera) if (bloom != null) { defaultBloomIntensity = bloom.bloomIntensity; } if (sunShafts != null) { defaultSunShaftsEnabled = sunShafts.enabled; } if (bloom != null) { defaultBloomEnabled = bloom.enabled; } if (blur != null) { defaultBlurEnabled = blur.enabled; } if (vignette != null) { defaultVignetteEnabled = vignette.enabled; } if (noiseAndGrain != null) { defaultNoiseEnabled = noiseAndGrain.enabled; } audioComp.clip = soundEffects.sounds[0]; audioComp.loop = true; audioComp.Stop(); airLensAudio.clip = soundEffects.sounds[1]; airLensAudio.loop = false; airLensAudio.Stop(); waterLensAudio.clip = soundEffects.sounds[2]; waterLensAudio.loop = false; waterLensAudio.Stop(); //Check if Tenkoku is in the scene if (GameObject.Find("Tenkoku DynamicSky") != null) { tenkokuObj = GameObject.Find("Tenkoku DynamicSky"); } }
void Start() { motionBlur = Camera.main.GetComponent<MotionBlur>(); twirl = Camera.main.GetComponent<Twirl>(); fisheye = Camera.main.GetComponent<Fisheye>(); vignette = Camera.main.GetComponent<VignetteAndChromaticAberration>(); noise = Camera.main.GetComponent<NoiseAndGrain>(); motionBlur.enabled = false; twirl.enabled = false; fisheye.enabled = false; vignette.enabled = false; noise.enabled = false; }
// Use this for initialization void Start() { crtEffect = GetComponent <CRT>(); noiseEffect = GetComponent <NoiseAndGrain>(); aberrationEffect = GetComponent <VignetteAndChromaticAberration>(); }