private void OnRenderImage(RenderTexture source, RenderTexture dest) { ScionPostProcess.ActiveDebug = this.m_scionDebug; this.SetupPostProcessParameters(this.postProcessParams, source); this.SetGlobalParameters(this.postProcessParams); this.SetShaderKeyWords(this.postProcessParams); this.PerformPostProcessing(source, dest, this.postProcessParams); ScionPostProcess.ActiveDebug = null; }
protected virtual void OnRenderImage(RenderTexture source, RenderTexture dest) { ActiveDebug = m_scionDebug; SetupPostProcessParameters(postProcessParams, source); //TODO: REMOVE REMOVE REMOVE when inspector attributes are updated postProcessParams.DoFParams.depthOfFieldMask = exclusionMask; SetGlobalParameters(postProcessParams); SRGBSettings(postProcessParams); SetShaderKeyWords(postProcessParams); PerformPostProcessing(source, dest, postProcessParams); ActiveDebug = null; }
private void OnEnable() { this.m_camera = base.GetComponent <Camera>(); this.m_bloomClass = new Bloom(); this.m_combinationPass = new CombinationPass(); this.m_downsampling = new Downsampling(); this.m_virtualCamera = new VirtualCamera(); this.m_depthOfFieldClass = new DepthOfField(); this.m_scionDebug = new ScionDebug(); this.m_colorGrading = new ColorGrading(); this.m_isFirstRender = true; this.postProcessParams.Fill(this); if (!this.PlatformCompatibility()) { base.enabled = false; } }
protected void OnEnable() { m_camera = GetComponent <Camera>(); m_cameraTransform = m_camera.transform; m_bloomClass = new Bloom(); m_combinationPass = new CombinationPass(); m_downsampling = new Downsampling(); m_virtualCamera = new VirtualCamera(); m_depthOfFieldClass = new DepthOfField(); m_scionDebug = new ScionDebug(); m_isFirstRender = true; if (PlatformCompatibility() == false) { this.enabled = false; } InitializePostProcessParams(); }
private void OnRenderImage(RenderTexture source, RenderTexture dest) { ScionPostProcess.ActiveDebug = this.m_scionDebug; this.SetupPostProcessParameters(this.postProcessParams, source); this.SetGlobalParameters(this.postProcessParams); this.SetShaderKeyWords(this.postProcessParams); this.PerformPostProcessing(source, dest, this.postProcessParams); ScionPostProcess.ActiveDebug = null; }
private void OnEnable() { this.m_camera = base.GetComponent<Camera>(); this.m_bloomClass = new Bloom(); this.m_combinationPass = new CombinationPass(); this.m_downsampling = new Downsampling(); this.m_virtualCamera = new VirtualCamera(); this.m_depthOfFieldClass = new DepthOfField(); this.m_scionDebug = new ScionDebug(); this.m_colorGrading = new ColorGrading(); this.m_isFirstRender = true; this.postProcessParams.Fill(this); if (!this.PlatformCompatibility()) { base.enabled = false; } }
protected virtual void OnRenderImage(RenderTexture source, RenderTexture dest) { ActiveDebug = m_scionDebug; UpdateParameters(); SetupPostProcessParameters(postProcessParams, source); SetGlobalParameters(postProcessParams); SetShaderKeyWords(postProcessParams); PerformPostProcessing(source, dest, postProcessParams); StoreViewProjectionMatrix(); ActiveDebug = null; }
protected void OnEnable() { m_camera = GetComponent<Camera>(); m_cameraTransform = camera.transform; m_bloomClass = new Bloom(); m_lensFlareClass = new ScionLensFlare(); m_combinationPass = new CombinationPass(); m_downsampling = new Downsampling(); m_virtualCamera = new VirtualCamera(); m_depthOfFieldClass = new DepthOfField(); m_scionDebug = new ScionDebug(); m_isFirstRender = true; if (PlatformCompatibility() == false) this.enabled = false; #if UNITY_EDITOR UnityEditor.Undo.undoRedoPerformed -= OnUndoCallback; UnityEditor.Undo.undoRedoPerformed += OnUndoCallback; #endif }