private void PrepareBloomSampling(RenderTexture bloomTexture, GlareParameters glareParams) { m_combinationMat.SetTexture("_BloomTexture", bloomTexture); Vector4 shaderParams = new Vector4(); shaderParams.x = glareParams.intensity; shaderParams.y = glareParams.brightness; shaderParams.z = glareParams.bloomNormalizationTerm; m_combinationMat.SetVector("_GlareParameters", shaderParams); }
public PostProcessParameters() { glareParams = new GlareParameters(); lensDirtParams = new LensDirtParameters(); cameraParams = new CameraParameters(); DoFParams = new DepthOfFieldParameters(); colorGradingParams = new ColorGradingParameters(); preCalcValues = new PreCalcValues(); commonPostProcess = new CommonPostProcess(); }
private void PrepareLensDirtSampling(Texture lensDirtTexture, LensDirtParameters lensDirtParams, GlareParameters glareParams) { m_combinationMat.SetTexture("_LensDirtTexture", lensDirtTexture); Vector4 shaderParams = new Vector4(); shaderParams.x = lensDirtParams.bloomEffect; shaderParams.y = lensDirtParams.bloomBrightness * glareParams.brightness; shaderParams.z = lensDirtParams.lensFlareEffect; shaderParams.w = lensDirtParams.lensFlareBrightness; m_combinationMat.SetVector("_LensDirtParameters", shaderParams); }