private void Awake() { bool flag = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null; if (flag) { AmplifyUtils.DebugLog("Null graphics device detected. Skipping effect silently.", LogType.Error); this.silentError = true; return; } if (!AmplifyUtils.IsInitialized) { AmplifyUtils.InitializeIds(); } for (int i = 0; i < 6; i++) { this.m_tempDownsamplesSizes[i] = new Vector2(0f, 0f); } this.m_cameraTransform = base.transform; this.m_tempFilterBuffer = null; this.m_starburstMat = Matrix4x4.identity; if (this.m_temporalFilteringCurve == null) { this.m_temporalFilteringCurve = new AnimationCurve(new Keyframe[] { new Keyframe(0f, 0f), new Keyframe(1f, 0.999f) }); } this.m_bloomShader = Shader.Find("Hidden/AmplifyBloom"); if (this.m_bloomShader != null) { this.m_bloomMaterial = new Material(this.m_bloomShader); this.m_bloomMaterial.hideFlags = HideFlags.DontSave; } else { AmplifyUtils.DebugLog("Main Bloom shader not found", LogType.Error); base.gameObject.SetActive(false); } this.m_finalCompositionShader = Shader.Find("Hidden/BloomFinal"); if (this.m_finalCompositionShader != null) { this.m_finalCompositionMaterial = new Material(this.m_finalCompositionShader); if (!this.m_finalCompositionMaterial.GetTag(AmplifyUtils.ShaderModeTag, false).Equals(AmplifyUtils.ShaderModeValue)) { if (this.m_showDebugMessages) { AmplifyUtils.DebugLog("Amplify Bloom is running on a limited hardware and may lead to a decrease on its visual quality.", LogType.Warning); } } else { this.m_softMaxdownscales = 6; } this.m_finalCompositionMaterial.hideFlags = HideFlags.DontSave; if (this.m_lensDirtTexture == null) { this.m_lensDirtTexture = this.m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensDirtRTId); } if (this.m_lensStardurstTex == null) { this.m_lensStardurstTex = this.m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensStarburstRTId); } } else { AmplifyUtils.DebugLog("Bloom Composition shader not found", LogType.Error); base.gameObject.SetActive(false); } this.m_camera = base.GetComponent <Camera>(); this.m_camera.depthTextureMode |= DepthTextureMode.Depth; this.m_lensFlare.CreateLUTexture(); }
void Awake() { bool nullDev = (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Null); if (nullDev) { AmplifyUtils.DebugLog("Null graphics device detected. Skipping effect silently.", LogType.Error); silentError = true; return; } if (!AmplifyUtils.IsInitialized) { AmplifyUtils.InitializeIds(); } m_anamorphicGlare.Init(); m_lensFlare.Init(); for (int i = 0; i < MaxDownscales; i++) { m_tempDownsamplesSizes[i] = new Vector2(0, 0); } m_cameraTransform = transform; m_tempFilterBuffer = null; m_starburstMat = Matrix4x4.identity; if (m_temporalFilteringCurve == null) { m_temporalFilteringCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(1, 0.999f)); } m_bloomShader = Shader.Find("Hidden/AmplifyBloom"); if (m_bloomShader != null) { m_bloomMaterial = new Material(m_bloomShader); m_bloomMaterial.hideFlags = HideFlags.DontSave; } else { AmplifyUtils.DebugLog("Main Bloom shader not found", LogType.Error); gameObject.SetActive(false); } m_finalCompositionShader = Shader.Find("Hidden/BloomFinal"); if (m_finalCompositionShader != null) { m_finalCompositionMaterial = new Material(m_finalCompositionShader); if (!m_finalCompositionMaterial.GetTag(AmplifyUtils.ShaderModeTag, false).Equals(AmplifyUtils.ShaderModeValue)) { if (m_showDebugMessages) { AmplifyUtils.DebugLog("Amplify Bloom is running on a limited hardware and may lead to a decrease on its visual quality.", LogType.Warning); } } else { m_softMaxdownscales = MaxDownscales; } m_finalCompositionMaterial.hideFlags = HideFlags.DontSave; if (m_lensDirtTexture == null) { m_lensDirtTexture = m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensDirtRTId); } if (m_lensStardurstTex == null) { m_lensStardurstTex = m_finalCompositionMaterial.GetTexture(AmplifyUtils.LensStarburstRTId); } } else { AmplifyUtils.DebugLog("Bloom Composition shader not found", LogType.Error); gameObject.SetActive(false); } m_camera = GetComponent <Camera>(); m_camera.depthTextureMode |= DepthTextureMode.Depth; m_lensFlare.CreateLUTexture(); #if TRIAL watermark = new Texture2D(4, 4) { hideFlags = HideFlags.HideAndDontSave }; watermark.LoadImage(AmplifyBloom.Watermark.ImageData); #endif }