public override void onAddedToScene() { effect = scene.content.loadEffect <Effect>("spriteLightMultiply", EffectResource.spriteLightMultiplyBytes); effect.Parameters["_lightTexture"].SetValue(_lightsRenderTexture); effect.Parameters["_multiplicativeFactor"].SetValue(_multiplicativeFactor); if (_blurEnabled) { _blurEffect = scene.content.loadNezEffect <GaussianBlurEffect>(); } }
public override void onAddedToScene() { _bloomExtractEffect = scene.content.loadEffect <Effect>("bloomExtract", EffectResource.bloomExtractBytes); _bloomCombineEffect = scene.content.loadEffect <Effect>("bloomCombine", EffectResource.bloomCombineBytes); _gaussianBlurEffect = scene.content.loadNezEffect <GaussianBlurEffect>(); _bloomExtractThresholdParam = _bloomExtractEffect.Parameters["_bloomThreshold"]; _bloomIntensityParam = _bloomCombineEffect.Parameters["_bloomIntensity"]; _bloomBaseIntensityParam = _bloomCombineEffect.Parameters["_baseIntensity"]; _bloomSaturationParam = _bloomCombineEffect.Parameters["_bloomSaturation"]; _bloomBaseSaturationParam = _bloomCombineEffect.Parameters["_baseSaturation"]; _bloomBaseMapParm = _bloomCombineEffect.Parameters["_baseMap"]; setBloomSettings(_settings); }
public override void onAddedToScene() { _bloomExtractEffect = scene.content.loadEffect<Effect>( "bloomExtract", EffectResource.bloomExtractBytes ); _bloomCombineEffect = scene.content.loadEffect<Effect>( "bloomCombine", EffectResource.bloomCombineBytes ); _gaussianBlurEffect = scene.content.loadNezEffect<GaussianBlurEffect>(); _bloomExtractThresholdParam = _bloomExtractEffect.Parameters["_bloomThreshold"]; _bloomIntensityParam = _bloomCombineEffect.Parameters["_bloomIntensity"]; _bloomBaseIntensityParam = _bloomCombineEffect.Parameters["_baseIntensity"]; _bloomSaturationParam = _bloomCombineEffect.Parameters["_bloomSaturation"]; _bloomBaseSaturationParam = _bloomCombineEffect.Parameters["_baseSaturation"]; _bloomBaseMapParm = _bloomCombineEffect.Parameters["_baseMap"]; setBloomSettings( _settings ); }
public PolyLightPostProcessor setEnableBlur(bool enableBlur) { if (enableBlur != _blurEnabled) { _blurEnabled = enableBlur; if (_blurEnabled && _blurEffect == null && scene != null) { _blurEffect = scene.content.loadNezEffect <GaussianBlurEffect>(); if (scene.sceneRenderTarget != null) { updateBlurEffectDeltas(); } } } return(this); }