예제 #1
0
 private void OnEnable()
 {
     this.m_CommandBuffers       = new Dictionary <Type, KeyValuePair <CameraEvent, CommandBuffer> >();
     this.m_MaterialFactory      = new MaterialFactory();
     this.m_RenderTextureFactory = new RenderTextureFactory();
     this.m_Context               = new PostProcessingContext();
     this.m_Components            = new List <PostProcessingComponentBase>();
     this.m_DebugViews            = this.AddComponent <BuiltinDebugViewsComponent>(new BuiltinDebugViewsComponent());
     this.m_AmbientOcclusion      = this.AddComponent <AmbientOcclusionComponent>(new AmbientOcclusionComponent());
     this.m_ScreenSpaceReflection = this.AddComponent <ScreenSpaceReflectionComponent>(new ScreenSpaceReflectionComponent());
     this.m_FogComponent          = this.AddComponent <FogComponent>(new FogComponent());
     this.m_MotionBlur            = this.AddComponent <MotionBlurComponent>(new MotionBlurComponent());
     this.m_Taa                 = this.AddComponent <TaaComponent>(new TaaComponent());
     this.m_EyeAdaptation       = this.AddComponent <EyeAdaptationComponent>(new EyeAdaptationComponent());
     this.m_DepthOfField        = this.AddComponent <DepthOfFieldComponent>(new DepthOfFieldComponent());
     this.m_Bloom               = this.AddComponent <BloomComponent>(new BloomComponent());
     this.m_ChromaticAberration = this.AddComponent <ChromaticAberrationComponent>(new ChromaticAberrationComponent());
     this.m_ColorGrading        = this.AddComponent <ColorGradingComponent>(new ColorGradingComponent());
     this.m_UserLut             = this.AddComponent <UserLutComponent>(new UserLutComponent());
     this.m_Grain               = this.AddComponent <GrainComponent>(new GrainComponent());
     this.m_Vignette            = this.AddComponent <VignetteComponent>(new VignetteComponent());
     this.m_Dithering           = this.AddComponent <DitheringComponent>(new DitheringComponent());
     this.m_Fxaa                = this.AddComponent <FxaaComponent>(new FxaaComponent());
     this.m_ComponentStates     = new Dictionary <PostProcessingComponentBase, bool>();
     foreach (PostProcessingComponentBase base2 in this.m_Components)
     {
         this.m_ComponentStates.Add(base2, false);
     }
     base.useGUILayout = false;
 }